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Welcome Adventurer

So, this is about my design ideas and process. I'll be analysing common tropes, very specific and cool indie ideas and rules I come across or come up with. Here's a starter, so you know what you got yourself into: What do we use dice for? Over on bastionland.com Chris McDowall recently discussed the idea of diceless RPG systems, where you simply take a quick ruling instead of rolling some form of ability check to resolve actions. He concludes that using dice only as a means to resolve uncertainty in the fiction  might be feasible. Really, the OSR community has been preaching a variant of this discussion for years: Do not roll for every single action, only the ones that put you at some form or risk. Following Chris' logic, is this even needed? No, but the resulting game relies heavily on a GM that takes consistent, logically seeming, rulings based on the established fiction, as well as players able to go along with this type of storytelling. This will again not work for eve...
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