How to Run a Game (Part 18) - Red, Amber, Green
Looking back on the last post about a welcoming environment, I probably should have included it far earlier in the sequence. A good, welcoming, and inclusive environment is probably one of the most important elements of running an enjoyable game that people want to come back to. I just figured it was better to get a good grounding of concepts and understanding of the elements I've seen regularly appear over decades of playing and running games. ...anyway... Red, Amber, Green. Traffic Lights. I've mentioned the tension that pulls on a game. That tension can add drama and dynamic story, or can rip it apart if it isn't managed well. One of the key things I've found over the years is that the game tends to run smoothly if everyone is involved in the game's tension at some level. From the perspective of the three-way tension analogy, This keeps the pull smooth, reducing sudden jerks on the line when someone hasn't been paying attention then suddenly decides to make