STs, Get In Here

Glad you guys find it useful. It's funny I found it, because I was recently stressing the point to some young 'uns at a panel on game writing recently - only make your players roll if the consequences of failure are as interesting and driving to the plot as those for success. Just an application of failing forward.
 
I like to stick to "say yes or roll the dice." If it's not a conflict that matters, say "yes" or "yes, but..."
 

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