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.”
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.”