I think one of the hardest things to impart to a reader of any ttrpg is what playing the game should feel like, but yet nothing more useful you can say. About the same time that I got into Yochai Gal’s Cairn RPG, I also got into Jubensha, the tabletop murder mystery rpgs, and both use Agendas to great affect. While Jubensha typically provide distinct agendas to each separate character, Cairn provides a series of Principles for both the Warden and the Players. Wanting to keep things simple, for Hide & Seek, my suburban folk horror TTRPG, I followed Yochai’s example, but trimmed the Player Principles down to a four prompt Player Agenda. Similarly, there’s a four prompt GM Agenda, but I added a four prompt Table Agenda to the mix as well, with prompts that apply equally to Players and the GM. Here’s my advice on how to make the most of the Player Agenda in your Hide & Seek game. Seek to learn the truth . The characters in Hide & Seek are children of an unspecific el...
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