anyway.



thread: 2009-12-08 : Your 3 Insights

On 2009-12-10, Judd wrote:

1. Subject matter: I wanted to write a baroque, dense, alien fantasy setting for Sorcerer that captured the feel of Robert E. Howard and Clark Ashton Smith with a sourcebook that felt like a relic from an alien world.

2. Roleplaying as a practice: I wanted concrete ways for the player to contribute to the setting but not during play.  During play, its GM but between chapters, the player can slip things in.  The sign of a good setting, in my eyes, is how much it inspires the people at the table to create.

3. Real live human nature: I think players want to have some authorship but still want a strong sense of the mysterious, some unknowns that are created by the GM and so their authorship is narrow and limited.  They have a hand in the world, and hence a stake, but there are still surprises buried in the wastes.



 

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