How can players make the world seem real? By pulling at it.
You see, gaming is really a process of push and pull. The GM pushes information to the players, descriptions, reactions, the results of the players actions, and so on.
But when players aren't responding to what the GM pushes at them, they have the opportunity to pull. To make their own decisions and move in their own directions. And that's how you can tell when you've got your players hooked. What do they do when they have the chance to pull? Will they simply "vendor" their stuff or do they remember that Qasun the Merchant deals in fine rugs like the one they just looted from the last dungeon? When they need to dig into the criminal underworld, do they make Gather Information checks or do they know a guy who knows a guy?
You see, gaming is really a process of push and pull. The GM pushes information to the players, descriptions, reactions, the results of the players actions, and so on.
But when players aren't responding to what the GM pushes at them, they have the opportunity to pull. To make their own decisions and move in their own directions. And that's how you can tell when you've got your players hooked. What do they do when they have the chance to pull? Will they simply "vendor" their stuff or do they remember that Qasun the Merchant deals in fine rugs like the one they just looted from the last dungeon? When they need to dig into the criminal underworld, do they make Gather Information checks or do they know a guy who knows a guy?
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