Tumgik
#1h55m OSx57
pocketgalaxies · 2 months
Text
the flow of having the gm move occur after the players fail or roll with fear makes a lot of narrative sense but otherwise the lack of organization in combat seems to make it a bit too easy for some players to inadvertently not do anything for ages. which i don't think is really a problem for this group of people being highly experienced ttrpg players (both in general and with each other) but i can imagine this becoming a bit more problematic with less experienced groups, as it puts the pressure on individual players to jump in and declare that they want to do something. i don't have any constructive solution to offer for this because obviously an initiative-type mechanic wouldn't be fair but just ¯\_(ツ)_/¯
69 notes · View notes