Lots of discussion happening today around games that are missing rules or worlds. That's a bit simplified, so here are the posts I'm thinking about: Negative Space"F**k-You" Design As a note to the latter: I don't really love the way the author implies such a strong sense of emotional negativity, but this does resonate with … Continue reading Be specific about unwritten rules
What makes Into the Odd (and, by extension, Electric Bastionland) so great? Here are a few reasons.
Luck rolls represent the GM choosing to be surprised rather than just deciding what happens. I look at how a few different games do this and talk about my currently preferred approach.
We played Mausritter last night and it really felt like, well, playing. Setting matters, even implied setting, and it affects the kinds of stories we can tell.
Call of Cthulhu has some surprisingly (to me) narrative-focused rules for rolling dice.
Necronautilus is a gorgeous game I enjoy more and more every time I dig into it. But... is it NSR?
How can we think about in-game communities in a way that motivates players and PCs? I'm looking at structures for my Into the Odd hack to center community defense and improvement.
As my players have led a successful revolt in the main town of our Into the Odd campaign, I thought it might be useful to publish the notes I used to run it.
I published a couple of game hacks for the Acoustic Cover Jam this week, both of which started out on this blog. You can find my conversion notes for Numenera using Into the Odd as well as World of Ultraviolet Grasslands there.
I wrote and ran a depthcrawl based largely on Numenera content for Into the Odd. Here are my exact notes for it as well as a write-up of our experience running through it.