Improvised Game Design

While it’s true that virtually every RPG you’ll ever play will require rulings or some other human judgement, there are a few games out there that require improvised game design as part of the play experience. Or at least make it fun as hell. As I’ve written before, we’re in the midst of the Band… Continue reading Improvised Game Design

The Misery of Precedent

This morning I was chatting with a friend about how I actively dislike the thing in fantasy RPGs where a magic-using character’s player wants to learn a spell (in reference to this week’s post about Invisible Sun), and it lands in the GM’s lap to make that happen. It’s a really weird tic in my… Continue reading The Misery of Precedent

Good Faith and RPGs

Spent the past couple weeks poking at the idea of good faith in roleplaying. I have a couple other pieces I’m working on, more technical, but I wanted to start somewhere. It’s a big sprawling topic, and it touches more stuff than I realized. Wikipedia has this interesting entry defining good faith: A sincere intention… Continue reading Good Faith and RPGs

Dust Devils: Blast from the Past

Matt Snyder's Dust Devils was the first RPG in the storygame style I really "got." I'm going to run it for the first time in more than a decade (!!!) at RinCon in a few weeks, so I refreshed myself on the rules the other night. It's quite a dive into the earliest ideas of… Continue reading Dust Devils: Blast from the Past

Clocks: Forged in the Dark’s Underappreciated Killer App

Apocalypse World introduced the word “clocks” to storygaming. Ye olde AW clocks were checklists of escalating narrative events. The MC could tick a slice of that clock and the event associated with that tick would happen. Or if the listed event happened, the MC could advance the clock to that point. AW clocks are prescriptive… Continue reading Clocks: Forged in the Dark’s Underappreciated Killer App