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Vince and Travis get crunchy! They sit down to discuss upper limits games - the impossible things and tasks that define the change your characters and players can have on the world. Why are these so important in games design? How do they help define the feel of a world? Why should you think about about them as a GM as well and when you should break them? All of this and less will be answered within.
By Vincent Venturella & T.A. Lambert4.9
1818 ratings
Vince and Travis get crunchy! They sit down to discuss upper limits games - the impossible things and tasks that define the change your characters and players can have on the world. Why are these so important in games design? How do they help define the feel of a world? Why should you think about about them as a GM as well and when you should break them? All of this and less will be answered within.