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, Sandbox, West Marches, Pirate Borg JimmiWazEre TTRPG, Sandbox, West Marches, Pirate Borg JimmiWazEre

The Seven Elements of West Marches Play

The West Marches is a style of TTRPG gameplay designed by Ben Robbins, and written up in 2007 on his Ars Ludi blog. The idea was that Robbins was burnt out as a GM, and bored of that mid campaign settlement where the players have lost some degree of enthusiasm for the ‘plot’ and are pretty much just going through the motions of turning up and rolling dice, then going home again. Rinsing and repeating each week.

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