Namely, issues with overchoice and advancement. More of the players in my usual homegames come from more contemporary games, where a constructed narrative is more the norm, whereas games in the spirit of the FKR and OSR tend to emphasize a more emergent narrative made up of a reactive setting, rather than a specific plot. As a result of this more free gamestyle, I find the players at my table have difficulty involving their character in the world, or detecting meaningful growth outside of new equipment, or loot.
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