What I’m saying is, relationships are complicated, and a few scant paragraphs were never going to contribute much to solving more difficult problems. In practice, I think that a lot of conversations around group social contracts fail to engage with how social dynamics that are external to the tabletop game itself – long friendships, romantic relationships, whatever – make enforcing the social contract and dismissing someone from a group infeasible. I like the idea of social contracts getting made into something explicit at the start of a game. The next section is the social contract of the game. I do think the third bullet, “What does each character like most about every other member of the adventuring party?” is a great idea for just remembering a table of real-life friends that it’s okay to play in-character friends as well. This section runs face-first into “okay but could this have been longer,” because six party origins and four bullet points of questions to ask yourself during party creation is skeletal. First up, creating the characters and the party, including a d6 table for what brought the party together (no taverns need apply). This section covers three major things to get sorted out clearly before you can really start playing. Part One | Part Two | Part Three | Part Four | Part Five | Part Six | Part Seven | Part Eight | Part Nine Session Zero In the Edition Wars podcast, we’ve been working through the 5e DMG chapter by chapter, so it’s fun to get to this section that expands on some things that get short shrift in the DMG. That is all to say that we’re entering Chapter 4: Dungeon Master’s Tools. It’s the beginning of the end now for the Tasha’s Cauldron of Everything breakdown series, though in total page count remaining you could be forgiven for thinking it’s only the end of the beginning.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |