The LEDGE Method: 5 Things to Consider When Designing Encounters
Some gamers like to play and/or run RPGs with a real story bent. And some story buffs like to take a "fractal" approach to stories, where each scene in the telling of a story is a mini-story in itself. Me, personally, I prefer to never lose sight of that roleplaying games are games. But unlike some of the prevailing theories out there, I feel good game, good story, and logical coherency actually work best in tandem. And so I think even gamers who aren't necessarily trying to create a story in their games will find these ideas make encounters more interesting. First, I'll say I have actual reasons why I feel different styles actually work better together rather than separately. It's not just a warm and fuzzy sentiment for me. It's because when I get into some heavy duty thinkers, like famous psychoanalyst Carl Jung and legendary economist Ludwig von Mises. I couldn't help but notice that the anatomy of Jung's conception of a story correlates strongly to