
What even is a story game?
After running Slugblaster, I realized I needed a better language to describe ttrpgs.
My margin notes about d&d and ttrpgs, written by a professional video game designer.
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After running Slugblaster, I realized I needed a better language to describe ttrpgs.

The Battle Wheel from the Dune board game inspired me to design a combat system that's both fast and strategic.

The design choice I still don't get. Also announcing a small change to Drolleries.

My experience running Daggerheart and my thoughts on fear as a metacurrency.

When to fudge, and why I often don't use a GM screen

All factions have two wolves inside them.

How to run a satisfying negotiation without dice, and when dice are actually useful.

How OSR games are different from other games, and how I changed my GMing style to help my players adapt.

Why my social mechanics felt too "gamified" - identifying the difference between active actions and passive abilities.

4 reasons why GMs should announce the target number before the players roll