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Joined 2 years ago
Cake day: August 30th, 2023


  • One of my favorite podcasts, High Rollers (sadly stuck in Hasbro Hell) uses “fate dice”, a set of d6s rolled at the start of each session, that can be used by the players (high rolls) or the DM (low rolls) to influence other rolls and situations, but doing so moves the die into the opposite pool.
    I do wish both sides interacted with them more though. It’s a cool idea.
    I think they got used the most during the window of time when the DM let the players spend them after seeing a roll (but before knowing the result). They get squelched by forgetfulness and what-if-I-need-it-later-itis.
    Sure, adding them then probably ruins the balance, but fun is more important than balance.


  • Like the Fate system!
    I like systems that are player-driven, like Dungeon World. Instead of me putting a bunch of traps into place and hoping you walk into them, the complication of you rolling a failure on something else might mean there’s a trap there.
    “Are there any traps there?” “You tell me.”









  • I feel the same about Ticket to Ride. Spend the whole game maybe doing something, maybe just drawing and passing, and then the game ends and somebody wins at random.

    But these are good gateway games, games that lead from Monopoly and Snakes and Ladders to games like Betrayal and Root and Gloomhaven.

    For the OP I would recommend Spirit Island, which is the perfect subversion of Settlers of Catan. Pass through Puerto Rico if you must (it’s a better game than Catan but yeesh, slavery, and then double-yeesh, casual slavery erasure).