
The episode discusses the nuances of TTRPG systems and the implications of game design on player engagement.
Have you ever noticed how different TTRPG systems have similar concepts but slightly different mechanics? How sometimes there seems to be a rule for the most specific edge case but not a core mechanic? Is it possible that we, as game designers, have done a disservice by trying to lure players into game-mastering by writing out all the mechanics? Is this description all questions? Oops? You’re welcome? www.2HGM.com Music: Pondhillow's Finest, The Burning Saviours
Host: 2HGM
Organizations: 2HGM
Books & works: Pondhillow's Finest, The Burning Saviours
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