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Unwritten: System Reference Document/The Art of Gamemastering
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===Reward creativity=== The environments found in the Myst games are creative and inventive. Ideally, role-playing in Unwritten should be the same. Challenges the characters encounter should be designed to evoke thought from your players. You want them to approach the entire game as an exercise in problem-solving and thinking outside of the box. Why? Because creative solutions make better stories. Which game story do you want to tell your friends about: the time you pulled off this amazing off-the-wall plan, or the time when you did that same thing you always do? Characters lead interesting lives, so encourage your players to approach the game with that in mind. So, roll with those nifty ideas that your players come up with. Give them more time in the spotlight. Especially interesting solutions should end up with lower opposition than mundane ones. If it really wows the table, consider just saying βThatβs so cool! It happens!β
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