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Additionally, repetition of a single “cool” act makes each instance (even in retrospect) seem that much less Cool. Only by constantly adapting your own definition of Cool (to fit with that of your players) can you keep Cool in the game. As such, Cool will draw others in, but once everyone is doing something it can stop being Cool. What’s cool in one session, once done, won’t seem as cool any more (except in retrospect). See my last writeup, where Nox decided to use the Runewell to take out the little Quasit bitch.Ĭonversely, Cool is constantly in flux. This can be clearly seen in my own group, where the antics of Nonnie’s player tend to inspire others to take similar chances. In addition, as Cool becomes prominent with one player, it will spread to other players in the group. The more often these Cool moments happen, the more often they will continue to happen. 1) The act of discovering cool causes cool to move on.Ĭool is a self-propagating phenomenon.The three rules are as follows, and are effective guidelines to use while attempting to “awesome up” your games. Since then, they have been applied heavily in the marketing world, to explain why products succeed and fail. Three simple rules were laid out by Malcolm Gladwell in the New Yorker magazine. Rather, the method for creating an atmosphere of cool was defined years ago, completely outside of the gaming arena. The guidelines behind perpetrating this rule, however, are not laid out above, though people come out with new ways to do so every day. It guides my play style, and (as you will see below) it guides my house rules. It’s been written about a number of times in the world of DMing blogs, and is one of my principles as a DM. Awesoming up players and house rules in the CAB game and in the future
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