Strangely, I started this post right after the Day 18 prompt for Plenty. The thoughts I had toward the end naturally dovetailed into this prompt so here we go:

“I tend to run the games we play, simply because I have plenty of stories running about my head at any one time. When we finish a session, my brain is already leaping ahead to what I can do with the consequences and outcomes of the players’ actions. I love having to invent characters on the fly, and while my games usually involve some level of research and planning — I’m not the total sandbox sort of GM — there is a joy n having the decision trees the players create sprout in my imagination.” — Me.

For every player action, good die roll, bad die roll, there’s more choices, more directions to go. It’s a recursive exchange, as well: the players have decision trees sprout up in front of them from these as well. Every for every hint or clue, every mission briefing or scene set-up, every combat thrown at them, there’s also the input of the players — quippy exchange, every botched roll, every success or failure, injury, NPC met, other player character interacted with. The more people at the table, the bigger the number of decisions and events that can be birthed, the more vast the field of possibilities. There simple aren’t that many hobbies where the interaction of players, their characters, random chance, and differing frameworks of rules, settings, and the like come together.