Punchier than previous attempts, here are some high-level thoughts about the distinctiveness of ttRPG systems. I hope these will help me get my head around what I want to run next, but they might also be useful if you are thinking of designing a tabletop RPG.
Last time I wrote about reducing frustration in tabletop RPGs, including a lengthy suggestion for resetting the baseline of combat so that the minimum result of a combat action is still a little bit of progress. Near the end of that discussion I hinted at why it is better to be dodged than to miss, Continue Reading
It’s been another two years since I posted anything, and apparently I had made the blog private, so nobody has been reading it anyway. Never mind. Today, a game design post, in tabletop roleplaying games but with underlying principles equally valuable (if not more) in video games.