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Description

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? 

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Music: Pondhillow's Finest, The Burning Saviours