An Exploration of Luck Mechanics in TTRPGs
Luck has been a feature of most TTRPG systems, but still remains an elusive design concept. How do you define what it means to be better at getting lucky?
Luck has been a feature of most TTRPG systems, but still remains an elusive design concept. How do you define what it means to be better at getting lucky?
Risk is an inherent part of many TTRPGs, as the consequences of a character's actions often ripple out in an intricate way. I am therefore attempting to design a system called All In that explores risk as a core design pillar.