Adventure Hour! – You can now hold it in your hands!!

Crispy! Adventure Hour! has been featured through its many iterations on the blog, its development over many months documented and commented upon. But now, it is here! To be held! And swaddled and brought to life at the table! It's the concentration of many ideas written about here. The tools to solve many system and … Continue reading Adventure Hour! – You can now hold it in your hands!!

Decisive Combat

Been a while since we've had a Shipwright piece around here... This is a sequel to the Diceless Violence post. Main takeaways: Dice can cheapen victories and deliver cheaper losses.Diceless combat (no to-hit rolls, no damage rolls) moves the game away from elements of luck to strategy and critical thinking.In order to make combat a … Continue reading Decisive Combat

Nim Style

The vast majority of actions require a quick judgement call to resolve. Players who leverage their environment, use their items and common sense, and clearly declare their actions often receive success. The consequences of any described actions follow accordingly. If an action described by a player is uncertain, the GM may call for a roll. … Continue reading Nim Style

Playing with Youngers: Pets

From Adventure Hour!: To use animals as loyal pets, make them friendly, smart, or powerful, but not all three. Let's give some meat to these words: Friendly Likes owner, likes strangers, empathetic.Opposite: Jerk, doesn’t care, needs to be motivated Smart Independent, adaptable, courageousOpposite: Clumsy, afraid, needs to be told what to do Powerful Skilled, effective, … Continue reading Playing with Youngers: Pets