Failure occupies a strange place in roleplaying games. On the one hand, without failure success means nothing. On the other hand, no one likes failing their rolls. Why is that? This week, we talk about what should be done when the dice don’t come through. What should a GM tell players when they fail? What systems handle failure the best? Plus, you’ll learn about the time Wes took all his players’ dice away.Jump to Comments
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Steve Ferguson Old enough to have watched the initial airing of the original Star Trek series.
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