How tabletop roleplaying games decide what is true at the table.

02

Section 2 of 4 · 4 pieces

Four evenings that changed what a rule was for

Four sessions, spread across four decades, after which the job of a rule was not what it had been. Braunstein and Lake Geneva at one end; Apocalypse World and the return to 1974 at the other.

  • Braunstein

    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

    The dungeon campaign that put single characters into a medieval wargame and produced something with no win condition.

  • Apocalypse World

    A system built on moves and player-facing rules that rebuilt the procedural layer around conversation.

  • The OSR argument

    Returning to the 1974 assumptions is itself a design position about where authority should sit.

A stack of well-used rulebooks with broken spines
Broken spines: four evenings’ worth of argument, eventually printed.

The other three sections

Every piece on the site, in one list: the full index.