Ry
Explorer
In the world I see, you're creating scenes in a stitched world beyond the ruins of overgrown subsystems.
You'll use descriptive text that will last you the rest of your games. You'll climb the experience charts that wrap the game's narrative economy.
And when you look across the table you'll see players framing scenes, and sharing bits of narration with the cracked-open books of some abandoned single-dungeon-master system.
You'll use descriptive text that will last you the rest of your games. You'll climb the experience charts that wrap the game's narrative economy.
And when you look across the table you'll see players framing scenes, and sharing bits of narration with the cracked-open books of some abandoned single-dungeon-master system.