http://rob-donoghue.livejournal.com/269392.html
reading now
quoting this tricky bit:
reading now
quoting this tricky bit:
All of which begs the question of making a true change in a campaign, swapping something permanently from positive to negative or negative to positive. And here's where I reveal a bias - all gaming moves forward, and as such, NOTHING is permanent. If something makes an apparent one way switch in a direction players are unwilling to tolerate (and doesn't piss them off in the process) then the players have just gotten motivation to change this. The GM may pretend that it can't be changed, or that changing it is too hard, but seriously, if my players are up in arms to change something in the world, then of course I'm going to support that.
And once they're engaged, then it means i can present them with other choices along the way that _they_ must push to negative to get this other thing pushed to positive, and suddenly, we have meaningful choice.
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