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What Even Is a “Procedure”?
So a game has “procedures” but what does that mean? This post presents a basic definition for an aspect of TTRPGs that is garnering more and more critical attention.
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Tempus, Fudge It
Include time-tracking directly in your game’s procedures, and you will never have to fiddle with a calendar for your campaign every again.
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Worldbuilding as a Team Sport
A procedure for building a starting scenario (and the seeds for building a world) for both referees and players at the start of a new campaign.
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Your Taverns Need a Procedure
I propose a procedure for running TTRPG taverns less like a beginner’s improv class and more like the Mos Eisley Cantina. I also briefly describe the trend of “proceduralism” in the OSR and Post-OSR.
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The Basic Procedure of the OSR
Most OSR and Post-OSR games run on a core, often unspoken procedure of questions and answers. This post interrogates ways this is similar (and dissimilar) from story games and synthesizes the approach.
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Exploding the Encounter Die
A twist on the overloaded encounter die mechanic that makes the dungeon more dynamic, and provides risk vs reward tradeoffs for players as they explore a dungeon.