Terry

@stochasticpath.bsky.social

Interests in gaming, including tabletop RPGs and board games - tastes now leaning towards narrative and lightweight over simulation and rule complexity. Living in the UK.

On the way back from my first #UKGamesExpo in Birmingham - had an excellent time, played some fun games (City of Mist, Daggerheart, and Flabbergasted), enjoyed the live shows, and apparently boosted my step count wandering the halls and hurrying between the Hilton and the NEC! #UKGE

"Why is trading such a rare mechanic in modern Board Games?" (2017) - interesting post and discussion at boardgamegeek.com/thread/17418... (I hadn't thought trading a rare game mechanic, but ready to accept the author's analysis of Board Game Geek data over the sample of games I've played recently!)

Why is trading such a rare mechanic in modern Board Games? | BGG

Trading is one of the basic kinds of human interaction. It has probably been practiced for as long as we have existed, and can be implicitly understood by almost anyone. With that in mind, it's not s...

boardgamegeek.com

Ok, this is @friede.bsky.social's fault. She raised the question of *how* people analyze RPG texts, and that is a BIG, HAIRY QUESTION, and it got me thinking. I'm not ready to take a tilt at it yet, but that's because it turns out there are a lot of things I do *before* I read an RPG. A lot.

Ever wanted to design a solo rpg? I can probably offer some advice. This is just how I like to design. A key design point is tension. The player should be trying to do something, but the game should work against their goals and giving them meaningful choices.

Indeed. The purchaseable *product* we call the TTRPG begins in the 1970s with Western Gunfight, Chainmail, and D&D. Yet role-playing "parlor games," simulations, and similar are centuries old and draw from a well that resembles all the positive stuff about D&D. Parlor games were feminized...

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On Saturday, another fine #Dragonmeet, now expanded at Excel. Lots of traders and some interesting finds; a fun cross-universe caper in my first time with the Cypher system; and post-con meetup for the Ludonarrative Dissidents podcast.

Game booked at London #Dragonmeet. Many great options - will miss revisiting my early days in the hobby at 1st-edition AD&D with "references to a certain folio of a fiendish persuasion" plus "Nobody's favourite Advanced Fighting Fantasy monster, the wheelies": fightingfantasy.fandom.com/wiki/Wheelie

Wheelie

Wheelies were strange disc-shaped species found scattered across the wild land of Allansia.[1] These weird creatures were disc-shaped, with large faces in the centre of one side. From around the edge ...

fightingfantasy.fandom.com

The argument for the value of rules is not (and should mot be) an argument for the value of ALL rules. Some rules are mistakes. Some rules are well crafted, but do not match the situation.

The reason I prefer RAW is that you’re often changing the rules because you want to make less interesting decisions I see every new improvisers making no decisions in their scenes and good rules help push you into story choices you wouldn’t make. We change systems if what we want is different

Victor, a Rascal certified game designer@thisisvictor.bsky.social · 12mo ago

5e has trained a generation of gamers into believing all TTRPGs need house rules to function.

Before I actually crack open Daggerheart, I want to talk about a very important related topic: THE BOX. Because I had not been paying attention, it was only when I walked into Games & Stuff that I realized that the hardcover book came bundled with a box. I was very curious about this.

TTRPG DND Thoughts: Elves 🧵 We know them, we love them, too often we fall into the role of letting them just be the "better than everyone else" race and allow them to feel that way about themselves. Another element is there is too often too many flavors of elf.

This has a massive overlaps with something called “Bait and Switch”. It’s generally seen as a bad thing hated in #TTRPGs. Difficult to pull off and lauded in other media, but far far too easy to do in a game. It’s not as clever as we think. And as soon as you give a warning, the twist is spoilt.