GRAVITY is a one-shot-focused RPG about powerful people stuck in an increasingly bad situation. To maintain suspense, the game uses a rotating-GM system (stolen from Lovecraftesque and my previous game, Bleak Spirit) to ensure that nobody knows what the Threat is until the climax.
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I’m didn’t realise people could credibly think about game design for more than 30 seconds and not realise that there are fundamental differences between roll over and roll under systems.
There is nothing inherently better about rolling 2d6 vs a d12, rolling over or under a stat for a skill check, or using tokens.
The special part is when you, the designer, noticing how a particular mechanic lets you share a part of the human experience
I’m didn’t realise people could credibly think about game design for more than 30 seconds and not realise that there are fundamental differences between roll over and roll under systems.
One key central mystery in my sub game coming up is something the players have to figure out, but if you asked the characters, they'd go "Oh that" and tell you the answer.
One key central mystery in my sub game coming up is something the players have to figure out, but if you asked the characters, they'd go "Oh that" and tell you the answer.