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Fear of content; Dead of Night scenario

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One of my obstacles to play is my fear of creating content: what if I get it wrong? What if it's not good enough, there's not enough of it, it's the wrong sort? (It would be dreadful to have to  practice  that sort of thing. (I'm saying that with my tongue in my cheek; of course you have to practice!)) This only applies to GMing. Creating a character is usually easy. Since character creation and scenario creation are the same task under different headings, I know the fear is irrational.  I don't feel this fear when I'm making content on the fly, because there I'm simply responding to prompts or gameplay demands in play, without time to worry. So "no prep" games, and games where prep is both communal and a part of play, like Monsterhearts and It Was a Mutual Decision, don't stress me out. Nor would My Life with Master. I'm stressed out by games like Sorcerer, Wuthering Heights, and Bushido, where I have to make a bunch of stuff in advance. D...

Nibelungs AP report: Gunther did die

Nibelungs play report! I will be light on module details, since I plan to run this scenario again. 2 players, Adam and Never, a knight and a witch. Plenty of debating about equipment. I decided, "Tell me what your item is, and then we will figure out what it does. The effect comes second." The most important two pieces were rope (which we said could come untied any time the user wished, a la elvish rope in the lord of the rings) and an oak twig, which could grow instantly into a full oak if planted in the ground. Before the scenario started, one player noticed that they would need a disposable follower in case they rescued Gunther, otherwise they would violate the rule of 7. They took 2 war dogs, 1 hunting dog, and 2 men at arms. The journey to the Unkensee was pretty easy. Encounter with a revenant who level-drained the witch but killed no one. At the Unkensee, the knight tried to rule-of-three intimidate the hunting dogs into following him after driving them off twice, but...