What’s The Story, Muthur?

To the point, tabletop gaming

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TTRPG, Game Design, TTRPG Theory, Game Mechanics JimmiWazEre TTRPG, Game Design, TTRPG Theory, Game Mechanics JimmiWazEre

The Five Variables of a Core Dice Mechanic That Matter

A core dice roll is a bundle of variables that shape how a game feels, how players assess risk, and how much work the GM has to do. This post breaks down the five big factors inside the dice loop: who sets the target, what shape the randomness takes, how odds get modified, how outcomes are interpreted, and when you should actually roll in the first place. Each of these choices changes tension, pacing, tone, and player responsibility.

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TTRPG, Dice, Randomness JimmiWazEre TTRPG, Dice, Randomness JimmiWazEre

What’s in a Core Dice Mechanic?

I’ve been asked to review a lot of systems lately, and I’ve noticed myself drawn immediately to an analysis of the core mechanic of the game in question. Long may this continue, but wouldn’t it be helpful, thought I, if there was some well thought out way for me to sort and identify techniques, using common language and a clearly developed pitch regarding what does what well?

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TTRPG, Huckleberry, First Look JimmiWazEre TTRPG, Huckleberry, First Look JimmiWazEre

What happens when you mix The Old American West with Folkloric Horror? A First Look at Huckleberry

In the case of Huckleberry, I’m happy to report that the central mechanic is lush. To begin with, all your character attributes and skills are represented by a single step dice each (that is, d6, d8, d10, d12 or d20). To make a check, you roll two dice. One from the relevant attribute, and one from the relevant skill.

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