Experience Points are a Proxy for What Players Want

“People don’t want a quarter-inch drill. They want a quarter-inch hole in the wall.” Theodore Levitt XP is far less of an incentive than many game masters and designers think it is. Experience points are a proxy for what players want not the thing that players actually want. The myth of Experience Points as primary …

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Using The Dramatic Question To Solve Problems With Tabletop Role-Playing Games

A few weeks back I wrote about the Dramatic Question and how it works in games. In short, The Dramatic Question is what a scene or encounter is about. Will the characters achieve their objective? The biggest difference between stories and games is how they resolve the Dramatic Question. In stories, the storyteller creates the …

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