arcandio's mad ravings

http://arcandio.com | fed: @arcandio@write.as

I recently finished Sly Flourish's The Lazy DM. This isn't a review so much as some reflections and a bit of unasked advice.

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A continuing series on the #CommonComplaints of #FateCore

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I just released The Lost Soul Blues, a short dark-fantasy #ttrpg set in Hell.

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I know what I Like
And I like what I know
— Genesis

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A continuing series on the #CommonComplaints of #FateCore

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A continuing series on the #CommonComplaints of #FateCore

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Content warning: social media, diversity

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A continuing series on the #CommonComplaints of #FateCore

Now this is a hard one, because it can be true. But at the same time (at the risk of being called out for “whataboutism”) D&D and other systems often have identical mechanical events that just aren't phrased the same way.

The basic problem goes like this: The core resolution mechanic of Fate Core has too many steps to determine success or failure:

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Fate gets a lot of hate on social media. Some people hate it, some people love it. As a designer, I want to know what the issues are, so that I can avoid them in systems I design, and patch them in games that I write using Fate.

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More unhelpful soul-searching

This post was inspired by conversations on Tabletop.Social with Alex Schroeder and Frotz.

I collect hobbies. I used to think that when I said that I meant it sort of as a badge of honor, that I have wide interests and am a well-rounded person. But I also know that it's all a distraction from everything else.

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