You may have noticed that I recently released a mini dungeon game. I never talked about my design choices for any of my games (except for a few podcasts/interviews), but here I will try to take a short look on my thoughts and intentions on Dungeon GiG. Let’s go by Topics: Single stat, lots of meanings: I don't like tracking a lot of things in character sheets, as it usually makes the players think about action options through it and don't really interact with the fictional space. A single stat that means a lot of the things you can do, synthesised in a single number, easily remembered and weighted for the choices to be made, making the interaction with the fictional space, or the game itself, more fluid. This was heavily inspired by Fighting Fantasy (FF), and the brilliance behind it. I only expanded it by taking some B/X choices in HP, damage, etc., so that these stats could modulate even more things in the game. Magic powers over stat is what magic represents in the game, ...
A blog about RPG daydreams by a confused mind.