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The Mechanics & Meeples DFCO Strategy Guide Contents

by Shannon Appelcline Game Historian of Designers & Dragons Board Game Analyst of Mechanics & Meeples Section I: The Three Resources Section II: Planning Your Actions Section III: Managing Your Actions Section IV: Playing Player Cards Section V-A: Removing Advantages & Obstacles Section V-B: Attacking Foes & Cases Section VI: Planning for the Win Section […]

System, Hold the Math

Just to illustrate something, here are a pair of systems that you can use as a basis for resolution.  They share two key characteristics – neither is math dependent but both are heavily expectations dependent. Math is, I hope, self explanatory, but expectations are another matter. What that means is that they depend on the […]

More Skills

So many good comments on the last post that I really can’t process them, except to note that they resulted in my digesting them, and lead to this. Ok, let’s start from a premise:  If you roll the dice, you’ll succeed. The idea behind this is pretty simple – if your character is one who […]

The Fragile Foundation of Skills

This is a rant.  I’m circling an idea, and if you read this, you get to watch. There’s a truism that gets rolled out from time to time when talking about old school D&D vs newer iterations (and more generally, old vs new games) and that is this: “No one fell off a horse before […]