Because much as I love indie RPGs, they tend to require particular players with specific expectations, creating a sort of fragility in play. If you don't play the sort of game the author intended, the game feels boring and unsatisfying.

D&D and its family, OTOH, create an immediately familiar environment and set of expectations. Even if you've never played it, you understand exploring a ruin and fighting monsters.

Not that I want to do that, either. But it's a robust concept.

@BrentNewhall I think some of that "fragility" is in lack of tools and clarity of purpose. I noticed when play-testing Haunted that I had to do a lot of "guiding" and I wanted to reduce that.

So I specifically implemented tools to reduce that need. The game's GMless so there's a certain fragility that comes with that but the tools really really help keep play focused.

@BrentNewhall That's a really good point. It's something that had been stuck in the back of my head but I hadn't been able to put my finger on.

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