thread: 2009-12-18 : Seed content

On 2009-12-18, Jesse Burneko wrote:

If I may, I think this is tied into the Adversity issue as well, particularly when it comes to GMing.  There seems to be a pervasive problem of GMs trying Burning Wheel, Sorcerer, Dogs in the Vineyard, whatever and thinking, "Okay, so this is supposed to be player driven: Go Players! Go!" and then are left wondering why nothing happened.

They mistake aggressive adversity for GM driven plot when aggressive adversity is really just the seed content for player action.


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