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Drolleries

My margin notes about d&d and ttrpgs, written by a professional video game designer.

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What even is a story game?

After running Slugblaster, I realized I needed a better language to describe ttrpgs.

A Different Kind of Combat System for TTRPGs

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

I Don't Understand Domain Cards in Daggerheart

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

How to Use Fear in Daggerheart and the Worry of Adversarial GMing

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

Fudging Dice Rolls is a Skill

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

Prepping Factions is Easy, Actually

All factions have two wolves inside them.

When You Shouldn't Roll for Social Encounters

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

Why New Players Struggle with Fiction-First OSR Play

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

Playtesting Class Abilities for Social Mechanics

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

Always Tell Me the Odds

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