14
The full index
Everything on the site
One line per piece. This is the dense list; the front page is not.
| Piece | Section | What it covers |
|---|---|---|
| Who gets to say it happened? | Who gets to say it happened? | Every roleplaying system is an answer to one question — how a table shares authority over what is true in the fiction. |
| The referee inherits a wargame | Who gets to say it happened? | The role came out of umpiring, where somebody adjudicated what the rules did not cover. |
| Player-facing rules, and what they move | Who gets to say it happened? | Putting the roll in the player's hands changes who carries the burden of knowing the system. |
| Braunstein | Four evenings that changed what a rule was for | A wargame in which players were given individual characters and objectives rather than armies, and the session ran away from its own rules. |
| Lake Geneva | Four evenings that changed what a rule was for | The dungeon campaign that put single characters into a medieval wargame and produced something with no win condition. |
| Apocalypse World | Four evenings that changed what a rule was for | A system built on moves and player-facing rules that rebuilt the procedural layer around conversation. |
| The OSR argument | Four evenings that changed what a rule was for | Returning to the 1974 assumptions is itself a design position about where authority should sit. |
| What the dice are actually doing | What the dice are actually doing | A resolution system is a probability distribution with a story attached, and the shape of the curve decides how often the unlikely happens. |
| d20 against 3d6 | What the dice are actually doing | Flat against bell: one makes every outcome equally likely, the other makes the middle ordinary and the edges rare. |
| Roll-under, and the appeal of a number you already know | What the dice are actually doing | Testing against a stat the player already has removes a layer of arithmetic from every check. |
| Dice pools: many small chances instead of one big one | What the dice are actually doing | Counting successes across a handful changes the texture of failure as much as its frequency. |
| The layer nobody notices | The layer nobody notices | Initiative, the exploration turn and the reaction roll are what stop a session becoming an unstructured conversation. |
| The reaction roll | The layer nobody notices | Deciding an encounter's disposition by dice removes it from the referee's mood, which is a deliberate transfer of authority. |
| The exploration turn | The layer nobody notices | A unit of time that makes resources tick — light, rations, wandering checks — and turns exploration into a system. |