
Pure Imagination
Hold your breath, make a wish, count to three.
Hold your breath, make a wish, count to three.
The matter of how best we play our own Little Wars around the game table has completed innumerable revolutions throughout the history of the hobby.
A small child barely waist-high and clad in sooted rags proffers you an unremarkable river stone, begging a "mere glint" of 1 gold piece for their lucky stone (HP 1, stats as goblin).
Of the infinitely divergent imaginable realities, why choose a staid simulacrum of our own, but with elves?
Roll with the questions is fire, leading to the secret sauce of modular old-fashioned adventure gaming!
Exemplars for when fewer rules may enrich play, and the ritual slaughter of sacred cows.
When is game design like painting with acrylic or oil on canvas, and when is it akin to sculpting?
Tracking torches has become a false idol of fantasy adventure gaming. There are better ways to achieve the stated ends: both imbuing a healthy fear of the dark, and escalating risk over time.
If Apocalypse World is a conversation, Blades in the Dark is negotiating at knifepoint.
Welcome to imaginary country, and the benefits of an explicit mission statement within and without the fiction.