Possibly the most inspirational thing I found when I was just starting to read non-corporate tablegop games was your 6e. I feel like Characters to... is as close as possible to the spirit of that, while having, in my view, a crystal clear goal: to displace "game creation" from the designer's desk to the territory of the table itself. As a rulebook, Characters to... dodges the traditional distinction between "making an adventure" and "making a game", and deposits both duties at the feet of the player group. These are good decisions. It reaches at the heart of the matter, and answers the most important question: "How do we build networks of possible events that people find enjoyable to navigate?". For many of us, that answer is going to be Characters to.
Sibylla
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Of course! I've used it twice for entirely different purposes. The omens in Devil Devil Devil and the guns in Devil Guns. I hope you like them!
Thank you for the community copy - I can't overstate how good it is to have the opportunity to read this sort of high quality work from a country that often has trouble matching prices expressed in USD.
It's incredible how many good ideas can fit inside a relatively breezy read. I find myself coming back to the PDF because it's pleasant in itself to look at it, read it and think about it. There's a wonderful sleight of hand here: things have to be gamefied, in a way, because this is a game, but it's also a game about a game, and so these mechanics are doubly topical. I've yet to experience it in actual play, but as a reader, it seems like you've found some inspiring solutions.
Thank you!