There are skill-lists, a relationship-mechanic, a point-buy character creation system, etc. Not that this is bad! Just that it's not exactly Maze Rats.

Reading through Forbidden Lands - it's more of a Year Zero take on gritty and dirty Fantasy than it is a game based on OSR principles. Not that it needed to be, just that I think the Drakar och Demoner style nostalgia is different from the Dungeons and Dragons type

We are incentivized to have opinions about stuff, not just design but literally anything, the second we hear about it. It's absolutely terrible for making people explore and grow.

If someone told me to "write what I like" when I started designing I would've made "worse dnd". Explore, and read to learn rather than to make value judgments.

"write what you like" is terribly useless design advice. first because it's obvious, secondly because it encourages people to avoid other type of experiences

I am deeply skeptical about some of the stuff I saw. Edgy in a tonedeaf way, not necessarily offensive, just not really appealing.

Don't know how the Year Zero-engine works in OSR, or if the Drakar och Demoner throwback will translate well to modern play beyond those who played it in the 80s

I get the Forbidden Lands boxed set today! I'm cautiously hype

Alright, OSR folks - I'm playing the Black Hack right now for the Fever Swamp crawl, they've accumulated five hirelings, but the Black Hack 2nd ed doesn't have any rules for hirelings being able to defend themselves against enemy monsters.

Whats a fair way? I really appreciate not having to have all the stats for the hirelings, is there a fair way to decide whether or not the hirelings are hit?

This inherent tension is usually death, because "X or death" is the easiest version of that inherent tension - depending on game, players care about different things.

I've been moving in the post-apocalyptic design-space for this reason - it carries with it inherent tension. How do I survive? Any character need to answer that question, and thus part of "why is my character engaging in this world" is already answered.

This doesn't mean that the lore of the world is meaningless and ungameable, just that it is not going to drive the plot forward on it's own.

A move that lets you research the lore of the world or location or person is useful for the player and the world, but it is not dramatic.

Inherent tension means the very nature of the action your character takes carries with it significant and immediately recognizable risks.

Besides the cultural reasons, the fact that violence is employed in games has to do with the fact that it carries with it inherent tension, which is how I'm thinking about design a lot these days

Dear YouTube: please stop offering me rants against Anita Sarkeesian, Star Wars, or Today's Popular Media Thing, presented by white guys as if they're delivering a Kasparov-level checkmate move. Thanks in advance.

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