I've mentioned that I'm not skilled in bringing role-playing to kids. I've done it a fair amount - for instance, all the way back in 1986, with Mentzer's D&D, when I was working at a neighborhood center. But I don't have any special techniques or insights about it as a specific task, and as a father, I don't think I've done a very good job of "bringing them up role-playing" as I've seen many do, or at least present themselves as doing on social media.
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Our topic this time is the length of play as it relates to game rules. As I’ve mentioned before, it’s not as simple as seeing what the rules say and obeying them; people play long or short in defiance of those rules (when present) all the time. The question is when or how the rules facilitate the decision to continue to play.
Tor and I continue our discussion of his embryonic, not-5th-anymore fantasy adventure design. We talk about inspiration/behavior mechanics, the large context for play I call the Crawl (with juicy game references), and the importance of making it your own, gloriously embarrassing fantasy.