I take a look at the zine, Gary’s Appendix by RPG Ramblings Publishing available in pdf/print direct at rpgramblings.com or pdf at DrivethruRPG.com plus calls from Jason & Daniel about bugs, traps, treasure, and granularity. A new caller (Joe from Dekahedron podcast) takes issue with my use of “lazy design”. What do I mean by that, and is combat part of a game’s “story”? Leave a voice message at bigbalboni at gmail. Thanks!