Axebeak

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Einherjar101 wrote:
Wow those where some really good ideas. Although I can't figure out how you would "force players to commit to a course of action before they fully understand what they’re committing to". Does anyone have any ideas on this?

Really, that just means not giving the players access to everything they need to make a fully-informed decision.

In the case of the ghost of the old man in the CoC campaign, we really didn't know who he was or what he could do--but we knew that to go after our main goal (and the clock was ticking), we'd have to go through the place we usually ran into him.

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Charles Ryan
www.charlesmryan.com
@charlesmryan