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The greatest combat encounter I've ever ran..

It wasn't an epic clash with a dragon or a siege on a keep. The single greatest combat encounter I've ever run was a mundane, random encounter with a couple of bandits. The table has retold it excitedly several times since then, and it's become clear that this will be one of those tales told for years to come. Setting the Scene Before we go into why this was amazing, let's set the scene. We have two players engaged with a pair of bandit archers. The players have taken cover behind the ruins of a shed in a field at a farm. The bandits are circling around both sides of the shed, and the players are aware that next turn they will be in the crossfire. They are also aware that the bandits have bows drawn and ready to fire the second the players are visible. The hope is that they can take out one of the bandits so they can continue to circle around the shed, maintaining cover from the other bandit. The fight goes from lost to won in a single turn. From a mundane and forgetta...
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Shadowdark to Cairn: A shift from "Rules First" to "Rules Trailing"

I've got some miles on my Shadowdark book. At the time of this writing, I've easily run a fairly absurd 300+ sessions. Which is to say, I'm pretty familiar with that system.   Recently, I ran Cairn and found... well... Not what I expected at all. Oh, I had heard of it, but I'm an OSR guy, and I don't run "story games," I run dark survival horror the way my first DM did in 2e when I was a teenager. Which is to say, I was uninformed. What I found when I dug in has changed how I run games, even in Shadowdark, and I wanted to put some of that down here for the benefit of the wider community. The Game Interface Rules First Typically, a player will interact with a TTRPG at the table through the rules system. I don't mean theater of the mind vs. maps and minis, or VTT vs. meatspace. I mean, they announce some type of Action, be it a move, an attack, or some sort of skill, the GM Adjudicates an outcome, and the Fiction state is updated as a result. We don'...

Checks and Saves: Rethinking Calls for a Roll

Every OSR game offers the referee advice on how to think about calling for a roll, but I kept noticing I was still running things like modern D&D.  I would read the advice and nod along. There are little gems of wisdom on this topic tucked into every system I've run. Intellectually, I understood them, but I struggled to turn them into a low-load heuristic I could use at the table. Under pressure, I fall back to "Roll a d20, add this bonus, let's see if you succeed." Recently, while running Cairn, I stumbled onto a little hack that finally made it easy to run without thinking. Underneath it, I realized there was a bigger principle, but we'll get to that in a moment. The Hack: Don't check for success, save against consequence.  If you can't immediately explain a specific consequence of failure to the player, don't ask for a roll. You will freeze up and miss some, and you'll sometimes fall back into modern habits. That's fine. Nothing breaks. ...