anyway.



thread: 2009-04-16 : GM fiat put to work for the good

On 2009-04-18, Jim Henley wrote:

This makes sense to me. It's really just a variation on being a game designer in the first place. When you design a rule, you care about outcome (in this place, winning and losing). However, you're not vested in *who* wins or loses, but in crafting a superior experience for the players which provides the context for the *players* striving to win.

Seth, I urge you to consider me rocked by this.



 

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