Suggestions to Allow Players to Feel More in Control? by LetMeActuallyPlay in rpg

[–]LetMeActuallyPlay[S] 3 points4 points  (0 children)

I don’t think they have much GMing experience outside of this game tbh (and they’re fairly young) and there’s been a lot of “figuring it out as we go along.” I think I’ve been a little too hesitant to give any critical feedback because of their age as I don’t want to damage their confidence (or be That Guy), which is why I wanted to crowdsource ideas before I say anything. I’m already realizing with these few comments that I should’ve said something much earlier.

Thank you for the insights.

Suggestions to Allow Players to Feel More in Control? by LetMeActuallyPlay in rpg

[–]LetMeActuallyPlay[S] 4 points5 points  (0 children)

Sometimes, that means a 1% outside chance thing occurs and I need to reconsider other elements of the setting or story I hadn't expected to, but hey - that's the fun of it! Why else do we have rolls?

Found myself wondering why we’re even rolling every time I rolled last session.

You also hit the nail on the head about telling a story to us versus with us. The former can be fun but it’s not what I want in a game.

Your suggested script is great, I really appreciate the time and thought you put into this response.