Your Taverns Need a Procedure
W. F. Smith W. F. Smith

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 Secret to Realism in Games
W. F. Smith W. F. Smith

The Secret to Realism in Games

People often ask for realism in their games but have difficulty articulating what it is they really want. If realism is understood as a world that reacts to player-character actions in a logical and consistent way, it enhances the verisimilitude of the fiction and the player agency in the game.

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The Basic Procedure of the OSR
W. F. Smith W. F. Smith

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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A Better Approach to Deadly Games
W. F. Smith W. F. Smith

A Better Approach to Deadly Games

Don’t let character death slow down your games. If you want to run a deadly game, you do not need to make it easier to die. To run a deadly game, make it easier to live.

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Spell Lists Are Not Magical
W. F. Smith W. F. Smith

Spell Lists Are Not Magical

Why do magic-users pick spells like they are ordering from a menu? An evaluation for alternate systems of picking spells to evoke the awe and wonder befitting magic.

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Exploding the Encounter Die
W. F. Smith W. F. Smith

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.

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