anyway.



thread: 2011-02-21 : Into the Unknown?

On 2011-04-18, Vincent wrote:

On question 2 from post 90: My position is that players need to see that what they're doing now and what they're doing overall are the same thing. Showing them the mechanisms by which what they're doing now become what they're here to do - showing them the rules by which moving their pieces becomes checkmating their opponent's king, for instance - is a good way to give them what they need. There may be others. But telling them to just keep trying things and trust the GM, who will usually make it work out for them, is a weak way.

Weak connections don't give you "I always have fun with this game, but don't know why," they give you "I sometimes have fun with this game, and sometimes really don't, and I don't know why." Or, much more commonly, they give you people who're excited by what your game promises but then lose interest when they start to learn how it works.



 

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