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Whiskey, Blood and Dust's avatar

Well written. Love the art. I think these constraints are what make the game fun. Resource management and time pressure really keep the game moving - especially if you're soloing.

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Odinson's avatar

100% agree. In solo games, I'm excited to learn I've lost all my supplies. And now it's raining. Also there are bear tracks. That's when it gets interesting.

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Whiskey, Blood and Dust's avatar

There’s nothing like when everything falls apart at once. You really have to get creative to survive. Those are the best sessions and make the best stories!

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Edward's avatar

Solid GM advice.

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Odinson's avatar

Thanks — hope it helps!

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Feather and a Half's avatar

totally great writing!

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Odinson's avatar

Thanks!

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Neural Foundry's avatar

Excellent breakdown of why spendable constraints create better player engagement than hard caps. The blood magic example nails it becasue it shifts decision-making from "can I" to "should I," which is way more interesting design space. I've run campaigns where capacity felt too abstract compared to supply, and this helps clarify why diegetic resources feel more tangible. The calendar-first quest design approach is smart for maintaining urgency without feeling arbitrary.

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Odinson's avatar

Thanks so much!

I'm really leaning into this blood magic model. I like magic that's dangerous and costly. Keeps it mysterious and also elevates its power.

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Walt's avatar

Fantastic prose matched with remarkable as always. I eagerly await every post. Thank you for the treat! I have a new campaign coming up and this will be handy.

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