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What's the best thing about tabletop roleplaying games? What element of any is the most emotionally satisfying, fun, or resonant? For me, it's play that falls into one of four nebulous categories.

Delightful Discovery: something new is revealed about the fiction in a satisfying way.

Dollhouse Play: playing with the fiction and rules that have been revealed; "moving the dolls around the dollhouse".

Writer's Room: creative collaborative play.

Pinpricks: targeted emotional bleed.

1/?

Some of my most satisfying experiences have been when the group uncovers something surprising about the fiction. This happens most often for me in collaborative games; someone suggests some fictional element, then everyone lights up and starts riffing on it. It is absolutely the best feeling! But I'm going to put a pin in that, and move that kind of play to the "Writer's Room" category. More rare for me is experiencing "Delightful Discovery" in a more traditional, GM-led game.

(2/?)

@Poljack I like the classification! Writers room doesn't happen often in our games, but when it does it's magical.

Alathea

@deidungeon Thanks! I get Writer's Room satisfaction from collaborative games like , , and .

@Poljack I'll have to try one of those if I can find some players.

@deidungeon They're a good time. Most collaborative or GM-less games do require that everyone be "on" and paying attention, though. No zoning out when it's not your turn. Wanderhome is the exception; it's such a low-key, relaxed game that it's totally fine if people don't feel like participating much.