Failure is Fun!

Nothing satisfies like an extreme success, right? Players certainly get a thrill from that extra piercing damage pinning the looming cultist to the wall, but if you ask me, die for die, nothing gets everyone at the table roleplay mileage like a glorious failure.  Let me explain. We tabletop gamers often view our dice as binary win/loss generators. Sometimes they grace us with extra big wins. But when they “fail” us we tend to look at it as an emotional disappointment. We threaten to throw them away, grind them into dust or replace them with a new set. Alternatively, Keepers can encourage our players away from this mindset. A dice “failure” needn’t necessarily be a

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Assembling the Team

So, back to those players. Your first organizational task will be assembling your team of intrepid investigators. These folks need to be aware this isn’t a casual campaign. It’s a time commitment…that is if they intend to see it to completion. Due to the length of the campaign, it is not uncommon for players to drift in and out, which can work well with the range of international settings (we’ll discuss this in future content). When enlisting my current round of Investigators, we were upfront about the time commitment and depth of MoN. We made it clear they would not be held hostage by the campaign, and if they ever lost interest they were free

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