Do you do the exact opposite of what I tell you to do? Does it work? Well, congratu-f$&%ing-lations. Keep doing it. As long as you can handle the risk.
I hate arguing semantics. So, here’s a long, rambling semantic argument about why argument about the difference between depth and complexity wasn’t a semantic argument.
This totally ISN’T a rant about why you shouldn’t like the new Star Wars movie. It’s actually, really, seriously about GMing. I swear.
Once upon a time, this really dumba$& phrase entered the gaming lexicon: “challenge the characters, not the players.” And I will never, EVER agree with it.
It’s time to talk about the true meaning of Christmas. And what the true meaning of Christmas has to do with writing D&D adventures. And why your s$&% adventure ISN’T a Christmas adventure. And why Die Hard isn’t a Christmas movie.
Why are GMs so quick to add new, unnecessary, over-complicated rules to their games? Don’t they know what the rules are ACTUALLY for?
When you overdesign, you lose the opportunity to make discoveries through play. This is true for GMs, but it’s ALSO true for players.
Sometimes, movies teach us important GMing lessons. And accountants. Like when to cut and run. Yes, I said movies and accountants.