I write about the kinds of games I enjoy. Ones that focus on fiction and engagement with it rather than mechanical complexity. In general my games stick to a few core ideas:

  • Playing worlds not systems: The focus is on exploring and interacting with the fiction.
  • Tools not rules: All mechanics are considered optional and disposable tools that the referee or party uses for consistency or efficiency. A wound or hit-point system might only be used if combat becomes a significant roadblock in an ongoing scenario.
  • Implicit trust: It is assumed that the goal of all participants (referee and players) is for everyone to have fun.