3 thoughts on “Hi.”

  1. I absolutely agree.

    Fronts is what changes the dynamics of game sessions most, vs exploration, encounter, and exploration/encounter sandbox driven sessions.

    Think of it in this way:

    Fronts = characters

    Impulses = Their goals that are in direct conflict with those of the PCs.

    Dangers = what they use to achieve those goals, and put the PCs in danger.

    Stakes = Why should anybody care? Why just not walk away?

    Portents = Things that happen that show us without telling us what their goals are.

    So now you have the elements of a good story: Chararacters in deadly conflict irrevocably bound to each other by the stakes. (Story theory calls this the “unity of opposites”)

    Or you could kick open the door, kill the monster, take his stuff and rinse and repeat.

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