Day 21: Which dice mechanic appeals to you?

Following from inspiring mechanics yesterday, I think that any dice system that isn’t a total… well, roll of the dice, appeals to me. Typical d20 systems are frustrating to me for this reason, although D&D 5E’s advantage and disadvantage mechanic (along with related stuff like the Luck feat) and the general scaling-down of DCs has been helpful.

Wishes have power. Especially if you are playing Inept Sorcerers. This is an early version of an add-on rule for that game, allowing players to create wishes that must come true, regardless of cost.

I posted quite a bit about Inept Sorcerers on G+, on this blog, and elsewhere. Normally I don’t get so chatty about projects I’m working on, but I wanted to do two things I hadn’t really done before: first, to actually design a game, and second, to tell other people what I did and how I did it.

I spent two days helping to facilitate games at the Games on Demand table at GeekGirlCon. I got to run Inept Sorcerers once, and played two new games: The Quiet Year and Souls of Steel.

I’ve been invited to run Inept Sorcerers at GeekGirlCon this year, October 10 and 11. During the sessions, I’ll be testing out one of the “frames” for the game, called Race For the Crown.

I’m designing a few “campaign frames” for Inept Sorcerers, which provide the game with a more concrete tone and setting.

I attended PAX Prime’s Games on Demand over the weekend, and both ran and played in games of Inept Sorcerers. Here’s a brief rundown of those games, and what I learned.

My friends Phil, Sherry, and Justin helped me playtest Inept Sorcerers. Phil recorded the session, and you can listen to it.

Inept Sorcerers doesn’t say anything about the sort of magic your character uses, or where they learned it, or anything really. But what if it did?