My grandparents met in a concentration camp.
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I’ve written a mini-review of Jackals. An underrated game with a lot of good ideas. gestaltistrpg.substack.com/p/jackals-a-...
I wish more RPGs took that particular bit from Gumshoe’s playbook.
48 words sounded manageable so I wrote an RPG for the current jam: gestaltist.itch.io/pay-to-win-rpg
@elmc.at helped me gather a long list of blogs which published their RPG-related 2025 wrapped posts. I crunched the data for your viewing pleasure: gestaltistrpg.substack.com/p/blogospher...
Too many RPGs are printed in minuscule fonts just to cram more content into less space.
FLAIL IS FINALLY HERE and you can learn all about it at the link below. Been working on this game for the past 2 years, feels a bit unreal to be finally pouring it out into the world. You can download the book for free by simply following the project.
I think it's a matter of the example being simplistic for the sake of illustration. You need to fine-tune the probabilities to your specific situation, i.e., how often you are going to roll, what triggers the additions, etc.
I did exactly this in the Liminal Horror adventure I wrote for the Polish translation crowdfunder. I was inspired by the depthcrawling mechanics from Stygian Library. Never thought to give it a name. :)
Great discussion! I think this does (or can and should) happen at multiple levels. Mike gave great examples for mechanics but let's remember that the main "mechanic" of RPGs is the conversation: clarifying intent, describing possible results, etc., is such a switch.