In my article on how I run a game, I mentioned that there are specific genres in which I’ll sometimes accept predetermined outcomes. I’ve most often experienced this in horror games, where both the players and the PCs know that there will be certain terrible things that happen, regardless of the actions taken by the PCs. But why does this work? How could any player enjoy knowing that their terrible doom approaches?
Much like with Jason’s article, this is not meant to be an exhaustive discussion of how to run a game. It also isn’t meant to be prescriptive. Like it says on the tin, I want to share with you how I go about running games these days. Curious about success through brainstorming and improvisation? Keep reading.