Category Archives: Blog Articles

Rewarding Play Styles with Different Dice Games

I keep thinking about D6 Legend, how it traded dice totals for counting successes. I find myself wondering if it would be practical and interesting to use both systems within the same game. I want to do this for several reasons: I want more ways to use the dice, I want to differentiate action applications within the dice game, and I want to vary the game experience to reward different types of players. I want every type of role-player to have a dice game that rewards them. Read the Full Article

Results and Conditions

Taking action produced results. Results are measured with conditions. Elements within the game are understood to function and respond in the game setting in the same way as their real-world counterparts. It would be exhausting to try and detail all possible circumstances and assign them game mechanics. Instead, conditions are used to describe ways in which results restrict or enable game elements. Read the Full Article

Order of Battle

It has been said that time is what keeps everything from happening all at once. In a game, that role goes to the Initiative rules. Initiative establishes turn order and action priority. It allows faster, more perceptive, and more decisive characters to have an advantage in the round of action. Initiative brings a little structure and order to the chaos of battle. It’s also a primary determinant of the structure of game play. Read the Full Article

Maneuvering for Position

One of the things I find most frustrating about most any RPG is that the action economy is most efficiently used in a series of attack and defense rolls. Most game systems don’t incentivize any other kind of exchange. Movement especially is given little attention and it’s difficult to force a character to move. When you do force a movement to disadvantageous terrain or gain advantageous terrain yourself, a simple move action by the opponent undoes the work. Read the Full Article