Good choices make good gaming
To put it simply, having good choices you can make involves you with the game in positive ways.
Good choices have outcomes
A good choice is not simply the act of choosing. If you can go right or left and have no idea what the outcomes of each direction are, that is not a choice, there is no decision to make there. You might as well flip coins. We are not here to flip coins; we are here to play games. The choices we give you will have at least some hint of their potential outcomes, and likely a whole slew of them.
The best choices matter
You don't role-play putting on your boots, or at least not very often. The choices you make in a game should matter, and we want to offer those choices to you. A choice that doesn't result in anything that moves the story along, sets up some drama, or has any meaning other than the act of making a decision is no fun at all. This is not to say that all choices are earth shaking, just that they should have something to them, even if the results are bad.
The lesser of two evils is bland
Cake or pie is a good choice. Cake or death, not so much, but can be dramatic. Death or torture, now why are we even bothering? We want the choices you make in gaming to be fun, and although choosing the lesser of two evils is sometimes great for dramatic tension, it is all too often used solely to make things 'edgy'. We are not looking to be 'edgy', we are looking to have fun.
Character creation is about how you want to be awesome
We don't believe in character creation taxes, one true wayism, or any of that nonsense. When we design a race or class, even a background, our first thought is will it be fun to make this character and then play it? We don't want to give you pit traps to fall in to, we want to give you options, good options and never a secret hidden bad choice.
To put it simply, having good choices you can make involves you with the game in positive ways.
Good choices have outcomes
A good choice is not simply the act of choosing. If you can go right or left and have no idea what the outcomes of each direction are, that is not a choice, there is no decision to make there. You might as well flip coins. We are not here to flip coins; we are here to play games. The choices we give you will have at least some hint of their potential outcomes, and likely a whole slew of them.
The best choices matter
You don't role-play putting on your boots, or at least not very often. The choices you make in a game should matter, and we want to offer those choices to you. A choice that doesn't result in anything that moves the story along, sets up some drama, or has any meaning other than the act of making a decision is no fun at all. This is not to say that all choices are earth shaking, just that they should have something to them, even if the results are bad.
The lesser of two evils is bland
Cake or pie is a good choice. Cake or death, not so much, but can be dramatic. Death or torture, now why are we even bothering? We want the choices you make in gaming to be fun, and although choosing the lesser of two evils is sometimes great for dramatic tension, it is all too often used solely to make things 'edgy'. We are not looking to be 'edgy', we are looking to have fun.
Character creation is about how you want to be awesome
We don't believe in character creation taxes, one true wayism, or any of that nonsense. When we design a race or class, even a background, our first thought is will it be fun to make this character and then play it? We don't want to give you pit traps to fall in to, we want to give you options, good options and never a secret hidden bad choice.