I started playing Dungeons & Dragons when I was 13 at an independent game store in Redmond, Washington. Over time, I've come to want better language for talking about the distinct characteristics of storytelling game systems—beyond what is "good" or "bad." People come to these games looking for a variety of flavors, and different qualities appeal to different people. My efforts coalesced into four distinct axes: in no particular order, these are jeopardy, regulation, continuity, and symmetry.
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