thread: 2012-02-11 : 3 Problems
On 2012-02-22, Simon C wrote:
I was thinking recently about how you can probably get away with a game that's difficult to master and/or has complex processes, so long as that difficulty is shared and overcoming it is a collaborative process.
Being the GM of a difficult game sucks when the players are waiting for you to bring the fun and you're stuck figuring out how to do it right. But if the game has complex processes (or better, processes whose application is more art than science) and figuring out the best ways to use those processes is a conversation that can be shared around the table, I bet that is way more fun. Maybe not as fun as a game that's easy from the get-go, but maybe more likely to foster loyalty once you've got it.