Tag Archives: Design


While translating Adventure Frameworks from a home brew to something I could publish, at each stage I have to ask myself “does this add enough to warrant explaining it to a stranger?” Originally there were six attributes, pretty close to the traditional six you’d see elsewhere. And initially they made sense. Strength and durability are two different things, you can be tough without necessarily being strong, and you could be coordinated without being either tough or strong. But when you add skills as a different layer some of those distinctions start to go away. What was the cut off point for what should be an attribute vs what should be a skill, other than just tradition? Continue reading