From initiative, to armor, to maneuvers to damage, combat is a core pillar of many systems. But is it necessary? Can combat be handled narratively?...
Cortex is an award-winning tabletop roleplaying game system that has existed in one form or another for over twenty years, powering multiple licensed...
When discussing encounter design, we often break them into their simplest archetypes : combat, social, chase, etc. But, do encounters need to necessarily...
Finding the right game system to match the story you’re trying to tell can be a daunting task. Sometimes, the best move is to use an existing system...
Reactive play vs proactive play: what they are, why it matters, and why playing proactively is more fun. We are joined by Jonah and Tristen Fishel,...