Now my games begin with a narrow focus that is easy for them to digest - then I throw mysteries at them. When this happens, *they* start asking questions, which works much, much, better. <evil grin> When they ask, I make them dig for the answers. Finally... "Always leave them wanting more..." :)
This was (and still is) not an easy lesson for me to learn. I have a nasty tendency to use role-playing to create stories that I want to tell rather than ones that the players want to participate in. Robin Laws, the designer of the HeroWars/HeroQuest system, wrote recently in Robin's Laws of Good Game Mastering that the needs of the players (including yourself) should be the driving force in any RPG campaign. It is a simple idea that is all too hard to follow, if you are an egotist like me. Perhaps someone should write Zen and the Art of Role-playing?
Good luck with your game!
~Kevin
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