An Exploration of Luck Mechanics in TTRPGs
Luck has been a feature of most TTRPG systems, but still remains an elusive design concept. How do you define what it means to be better at getting lucky?
Luck has been a feature of most TTRPG systems, but still remains an elusive design concept. How do you define what it means to be better at getting lucky?
Risk is an inherent part of many TTRPGs, as the consequences of a character's actions often ripple out in an intricate way. I am therefore attempting to design a system called All In that explores risk as a core design pillar.
This is the final part of a five-part series on how to approach your first game as a Game Maste, focusing on tips and tricks to help you during your sessions.
This is the fourth part of a series on how to run your first game as a GM, focusing on planning the events of your session.
This is the third part of a series on how to run your first game as a GM, focusing on how to understand the characters your players have created.
This is the second part of a series on how to run your first game as a GM, focusing on how to Understand Your Players.
This is the first part of a series on how to run your first game as a GM, focusing on how to Understand Your Players.