Making a tabletop roguelike - Part Two (Why TTRPGs?)

(I had planned on writing another post for part two, but this is an interlude triggered by another Discord discussion, so here we are. You may or may not find part one useful). It is always useful to tease out the assumptions of a thing you're designing -- as an exercise if nothing else. Michael Brough for a while made an art of taking an assumption about roguelikes and turning that assumption…