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After a packed weekend at their annual house convention, Dan and Paul return with fresh insights into the mechanics behind the games they played. From the moves-based mechanics of Powered by the Apocalypse titles, to Quest's streamlined abilities, D&D's shifting focus across editions (from old-school attribute checks to modern skill lists), and the freeform chaos of Fiasco, they examine how different systems shape the player experience.
Do tightly defined moves encourage bold choices—or just narrow options? When does a skill list feel empowering, and when does it just get in the way? And what happens when you throw out mechanics entirely, like in Fiasco? Join the Wandering DMs for a lively discussion on how systems guide creativity at the table—or sometimes, hold it back.
By Wandering DMs4.6
1111 ratings
After a packed weekend at their annual house convention, Dan and Paul return with fresh insights into the mechanics behind the games they played. From the moves-based mechanics of Powered by the Apocalypse titles, to Quest's streamlined abilities, D&D's shifting focus across editions (from old-school attribute checks to modern skill lists), and the freeform chaos of Fiasco, they examine how different systems shape the player experience.
Do tightly defined moves encourage bold choices—or just narrow options? When does a skill list feel empowering, and when does it just get in the way? And what happens when you throw out mechanics entirely, like in Fiasco? Join the Wandering DMs for a lively discussion on how systems guide creativity at the table—or sometimes, hold it back.

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