Have you ever noticed how different TTRPG systems have similar concepts but slightly different mechanics? How sometimes there seems to be a rule for the most specific edge case but not a core mechanic? Is it possible that we, as game designers, have done a disservice by trying to lure players into game-mastering by writing out all the mechanics? Is this description all questions? Oops? You’re welcome?
Music: Pondhillow's Finest, The Burning Saviours
HOT TAKE: Player perception is not Character perception. Players can’t make good decisions without good information, why put it behind a roll wall? www.2HGM.com...
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The sequel to our previous episode about asynchronous text adventuring. Sicko Zone is back, it is bigger, badder, and even more sicker than ever!...