There is a hypothesis that entertaining activities (like role-playing games) should be "fun." Quotes like "It doesn't matter, as long as you're having fun" and "The rules aren't important as long as ...
How do you effectively handle a player that overreacts to any loss of his character (level drain, death) ?
I'm talking about PC.-vs.-NPC interaction; presumably, PC-PC interaction ignores 'social score' almost always (although counterexamples may exist). This has been a real life 'issue' in one of my ...
In my early years of GMing it was simple enough to say that the badguys were evil and that was all the justification we needed. They are attacking the village because they are evil, they are stealing ...
Also, what are the advantages and disadvantages for each approach?