Kristopher Hedley
▶ Godbound
2017-08-10T00:07:54.763Z

Getting ready to run my second session of Godbound after a long hiatus, and I'm getting excited all over again. I love the way Godbound forces a GM to set up problems for the players. Seems so different from a lot of other games I've played. If the players can smash through just about anything with their Gifts, how do you make problems stick for a god? My working theory so far, is that anything that's going to slow down a pantheon need to be pretty deeply embedded in the situation. Significant encounters need to be high-stakes AND nuanced. NPCs need to enmeshed in interpersonal complications, where several conflicting characters might all be making a pretty good argument to the PCs. Who to agree with? The first problem my group had to deal with was a refugee crisis at the gates of a city that was at the brink of famine. The refugees (who spoke a language no one understood) were fleeing the bad guys from the mountains (who wanted to kill them), but the townsfolk didn't want the refugees coming in and swamping their strained infrastructure. No easy answer. My players figured out an angle pretty fast anyway, but their solutions were so damn brilliant it didn't matter. Looking forward to more of it.

David Bartram
2017-08-10T00:07:54.763Z

Sixteen Sorrows is pretty good at generating complex situations for Godbound to deal with. I've been using it to set up a bunch of troublesome townships for my upcoming campaign.

Lord Darkview
2017-08-10T00:07:54.763Z

In addition to Sixteen Sorrows, Storms of Yizhao shows how to set up exactly a situation that will cause players hesitation: not so much because they can't get their way, as that they probably aren't sure immediately what they want "their way" to be.