Just For Fun: Tabletop RPGs 2: Effects Versus Causes, OR Why I Hate _Champions_

In my prior RPG discussion I talked about my basic approach to running a game – that the world is the important thing that I'm presenting, and the rules are the tools – often imperfect and clumsy tools – used to help the players (who are stuck in our world) interact with the game world through the characters, who live in the game world. But what makes a game world a functioning world rather than, say, a bunch of settings, people, and things? My simple answer for this is that it is a place with an underlying logic to it. Our world has the [ Continue reading... ]