16 Jul 25

Matt Leacock just posted his difficulty ideal on BGG.

Design the game such that:
if a group of people appropriately self-selects a well-defined difficulty setting,
that their odds of success will be about 50/50,

by 2097 5 months ago

16 Dec 24

“Cramped spaces are the foundation of camaraderie, I say!”

by isaac 1 year ago

27 Jul 24

With Wanderer, instead of using the motif table, I’m thinking of using story cubes or tarot cards or oracle cards or even Codenames or Dixit cards. Or scrap paper or even those li’l Japanese cardboard flashcard keyrings. Or writing the motifs in the margin of all the pages (writing some of them several times) and flipping to a random page.

I’m hoping the rest of the game—the themes, the adventures, the episodes, the inspiration structure, the questions—will really fly without the grid-based lookup.

by 2097 1 year ago

18 Apr 24

25 Mar 24


Dwiz (is that someone from S-G or WRNU? They seemed to have a rock solid grasp on my mighty works) also linked to.

Great! Similar vibes to my own “riss” except I wrote RISS before I became a good writer and it shows.

by 2097 1 year ago


13 Feb 24

God this is so spot on.

So, designers, please find the players everyone else hates. Find them and coerce them into play games with you. Don’t guide them or help them or anything else, let them make the most ridiculous and broken interpretations and then fix them afterwards.

It will make your game and your rules so much stronger.

by 2097 1 year ago

27 Dec 23

26 Dec 23

The number one site for finding games and professional GMs for any game system and any virtual tabletop. Play D

by chrisSt 2 years ago