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| The goal of Dice Mob was to come up with rules that are easy to teach and easy to play, but aren’t so simplistic that a player will only play for a few campaigns and give up because there’s no sense of progression. That balance is tricky because most minimalist RPGs accomplish the easy to teach and easy to play pieces but fail miserably on the sense of progression. We’re going to try to do both. The players and the game master (GM) are going to have a lot of say in how a lot of stuff is implemented, | The goal of Dice Mob was to come up with rules that are easy to teach and easy to play, but aren’t so simplistic that a player will only play for a few campaigns and give up because there’s no sense of progression. That balance is tricky because most minimalist RPGs accomplish the easy to teach and easy to play pieces but fail miserably on the sense of progression. We’re going to try to do both. The players and the game master (GM) are going to have a lot of say in how a lot of stuff is implemented, | ||
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| + | These Dice Mob rules are specifically for a medieval European setting, but by modifying the races, professions, | ||
| ===== Manuals ===== | ===== Manuals ===== | ||
start.1577051580.txt.gz · Last modified: by dungeonmaster
