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

04

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Four sections, fourteen pieces

Everything on the site, grouped the way it was written. If you would rather see it as one list, there is an index.

Who gets to say it happened?

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Every rulebook is an answer to the same question: who at the table may declare that something is true in the fiction. These pieces follow that question from the wargame umpire who inherited it to the player-facing move that tried to write it down.

Four evenings that changed what a rule was for

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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.

What the dice are actually doing

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The visible half of a resolution system is a probability shape, and the shape decides how often a table is surprised. Four pieces on what each one buys, what it costs, and why two games with the same target number do not feel alike.

The layer nobody notices

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Initiative, the exploration turn and the reaction roll are the parts nobody quotes. They are the machinery that keeps exploration a system rather than a description.

  • The layer nobody notices

    Initiative, the exploration turn and the reaction roll are what stop a session becoming an unstructured conversation.

  • The reaction roll

    Deciding an encounter's disposition by dice removes it from the referee's mood, which is a deliberate transfer of authority.

  • The exploration turn

    A unit of time that makes resources tick — light, rations, wandering checks — and turns exploration into a system.