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Friday, August 23, 2024

RPGaDAY 2024 : Day 24 : Acclaimed Advice

  

 RPGaDAY 2024 : Day 24 : Acclaimed Advice

I think there was "Fall Forward" as the biggest game-changer for me. From previously running things very simulational, the idea of focusing on keeping the game flowing even if the rolls were bad was unheard of. The idea that TPK was a possibility was the norm. But now, I hate TPKs as it feels like time got wasted for everyone. So I prefer embracing falling forward to also mean the game ends in a way that is satisfactory for the players, even if their characters died/failed. You want even failure to feel fun and meaningful in a game.

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