What Makes a Good Character?
For a while I've been playing around with really minimalist RPGs like Primeval 2d6 , Into the Odd , and Dungeon World , and I'm absolutely loving it. Without the weight of rules, the players are immersed in the fiction continuously, and are rarely pulled out of the game and into mechanics. Basically, I have a lot of thoughts about minimalist RPGs, and I want to write them out, so we're going to do a four part series! It was all originally one big thing, but that got unwieldy and hard to edit, so we'll break it down like this: 1. What Makes a Good Character? - essentially outlining the bare minimum requirements for an RPG character, and how the system needs to support it. 2. Fantastic Mechanics and Where to Find Them - discussing the core mechanic and supplementary mechanics, and what role mechanics should play in the game. 3. Genre Imitation and Laser Swords - crafting an example minimalist RPG from this framework, based on Star Wars generally, but especially Star