tag:blogger.com,1999:blog-5361417188517879449.post7777891804116754948..comments2023-10-24T18:59:56.584+08:00Comments on Game in the Brain: Inability to gauge Encounter Risks a Good thing or Bad?justin aquinohttp://www.blogger.com/profile/03191474595831304520noreply@blogger.comBlogger2125tag:blogger.com,1999:blog-5361417188517879449.post-81744560639341472852010-07-31T09:46:52.711+08:002010-07-31T09:46:52.711+08:00Your right to correct me about the of pushing unce...Your right to correct me about the of pushing uncertainty or risk beyond levels of control. I forgot about that, and your right that there should be a bit of a balance. <br /><br />One nice trick I learned lately when preparing to do something new is have a back up of something certain. Try an uncertain thing, but have a satisfying old staple just in case the uncertain challenge is too much or justin aquinohttps://www.blogger.com/profile/03191474595831304520noreply@blogger.comtag:blogger.com,1999:blog-5361417188517879449.post-83358583014926549602010-07-30T19:08:37.536+08:002010-07-30T19:08:37.536+08:00I think you have to look at it from two perspectiv...I think you have to look at it from two perspectives.<br /><br />On the one hand, the single most common point of failure for an RPG is the Game Master. If he screws up, it tends to ruin the whole game. Ideal design "idiot-proofs" its elements, so that mistakes are less common. A very common GM mistake is the TPK or the boringly easy fight. Thus, ideally, it should be easy for the Mailankahttps://www.blogger.com/profile/13354118846382303768noreply@blogger.com