Metaphoric Rules in Role-Playing Games

It is very common for role-playing games to extend rules meant for one thing to cover other fields. The archetypical example of this is using combat rules for other conflicts. This has been the standard way of building rules since Dungeons & Dragons started extending rolls beyond hitting things. First, it was resistance rolls, then skill rolls, when adventuring needed to include things beyond monsters in damp caves. But the overall structure of things remained: you roll a D20 and add some bonus (possibly negative) to see if you succeeded. This is extending the original combat rules beyond the scope they were originally designed for. ...

November 12, 2012 · 3 min · 472 words · Jonne Arjoranta

The Mountain Witch

I started a game of The Mountain Witch yesterday. I like this game particularly for being so easy to pick up and start with a moments notice. This actually describes the situation I was in very well: only a few hours before our scheduled gaming time somebody reminded me that I own the game, and they would like to play it. An hour before the game I searched for all my game apparels and read through the game quickly, reminding myself what this game was all about. ...

May 5, 2009 · 2 min · 219 words · Jonne Arjoranta