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Sellsword (Playtest #1)

On Thursday night, I ran the first playtest of Sellsword , a one-page OSR ruleset. For an adventure, I used The Undying Flame of Gal-Bog , a one-page dungeon I wrote, inspired by this all-time classic illustration. In no particular order, here are my dominant takeaways: 1. Scenario drives Player behavior. Starting out dirt poor: the Players murdered an NPC for his hand-axe and sling. Starting out as strangers: one Player led two other Players into known danger. Playing as swords-for-hire: the Players were inclined towards chaotic-evil levels of violence. Is this a problem? Not necessarily. The game should incentive multiple types of problem-solving. If the ruleset makes Players feel they have choices, it works. The PvP conflict is an issue if the Players feel incentivized to kill one another endlessly; this brings the story to a standstill. 2. Action and resolution were in lockstep. It felt like the story was happening at the same speed as the game. Often, roleplaying games can feel ...

Opportunity & Threat: Making a Place Gameable

As I prep a one-shot of The Warren (the PbtA game about a colony of rabbits: yes, rabbits) I got to thinking about making a place "gameable".  What works in fiction does not work in tabletop RPGs. I can describe a meadow, sun-struck and brimming with bee buzz. It's unbearably green and the smell of the honeysuckle here at summer's peak is almost erotic. That's fun to read and fun to imagine. But try giving that to your RPG table: "OK, sounds nice. I lay down in the grass." "You lay down in the grass. It's green and itchy." "OK... I smell the flowers." "You smell the flowers. They smell so sweet." "Let's leave." What's missing is a game-able element. Why would a Player want to come here? Why would a Player not want to come here?  Every location needs both an opportunity and a threat. With these two elements, you create a push and a pull — tension— and promote meaningful risk-taking. Let's see som...