I think I have always been a not-so-great player. I've been focused on externalities and number-crunching, and because I dislike randomness I'm prone to trying to "dice-proof" my characters in systems where that's not especially useful. So as a player, I've been trying to either avoid systems that rely heavily on randomness, or avoid table situations where failure is even a possibility outside of narrative intent. If the story calls for me to fail, then I'm interested in that; if the failure is just because the dice rolled badly, that's boring to me. I fail like that all the time in life. That's not interesting at all in my game experience.
As a Storyrunner, I've also trended towards systems and situations where failure is a narrative term, rather than a result. And I've tried to be more attentive and responsive to what my players are trying to tell me, either consciously or unconsciously. I try to make sure everyone is having fun, and everyone is invested in the narrative, and everyone is interested in contributing to the narrative moving towards the next milestone. And if not, I try to figure out what needs to change to make that possible.
I have no idea if I'm any good at it or not, to be honest. But those are my stated goals and I hope I'm moving in the right direction, at least...
As a Storyrunner, I've also trended towards systems and situations where failure is a narrative term, rather than a result. And I've tried to be more attentive and responsive to what my players are trying to tell me, either consciously or unconsciously. I try to make sure everyone is having fun, and everyone is invested in the narrative, and everyone is interested in contributing to the narrative moving towards the next milestone. And if not, I try to figure out what needs to change to make that possible.
I have no idea if I'm any good at it or not, to be honest. But those are my stated goals and I hope I'm moving in the right direction, at least...
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