Embrace the Ignorance

The most interesting (and frustrating) thing I have found about designing adventures for conventions comes down to lack of foresight about your players. You can’t account for the extent of the knowledge. In some games, this might mean that you run a game with which someone has considerable experience. In the hands of the wrong player this could be a real headache for the GM. However, my own experience had nothing to do with the game system. My opportunities for

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Diminishing Returns

I enjoyed spending three days at Conception this past weekend. I spent most of it on the stall for All Rolled Up, but also had the opportunity to play a couple of roleplaying sessions and a couple of new boardgames. One thing you get from playing rather than GMing is a little insight into how you run games. The first thing that occurs to me when I play is, “I wouldn’t have done that…” – and this can be both

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