writing
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Multitudes, not mechanics
TTRPG design consists of a bunch of different things, and the relationships and interactions between them lead to something hopefully greater than the sum of its parts. What are the things we’re concerned with when we design a TTRPG? Well, a lot of people would say “mechanics”. You might define mechanics as the rules and Continue reading
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Thoughts on module writing
I reread Curse of Mizzling Grove today (available digitally, and in print soon), and I was surprised by how good it was. I don’t know about you, but often forget how to repeat my successes, so I thought I might make some notes of my learnings from the project. Big picture: I realised reading through Continue reading
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Compression and decompression
Tom commented on my post Only two or three things that they felt that this approach (or at least my examples) were over-compressed, and it got me thinking. Like, obviously I disagree, but I think there’s a little more nuance to it. Firstly, yes, you can write one paragraph per thing. But, in my opinion, Continue reading
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Only two or three things
Just today, Luke wrote about NPCs: When writing NPCs, you can communicate 2 or 3 things, or 4 related things. Anything more than that, and you’re either going to be ignored by the person running the game, they’re going to change it, as is the nature of translation, or they’ll be checking your notes so Continue reading

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