Read

Issue 2: Critical Hits

Critical Hits are an enduring symbol of roleplaying. The twenty-sided die showing a twenty is iconic to the point of blandness. There are innumerable podcasts named variations of "Critical Hit." This makes it an extremely tempting one to problematize. Would critical hits be so integral to tabletop culture without the totalizing culture force that is Dungeons and Dragons? Is there something sinister in the similarities between Critical Hits and gambling? Critical Hits are such an important yet unquestioned part of roleplaying that it is the basis of many of the stories we tell about tabletop games. For our second issue, we want to see pieces about Critical Hits. We are donating all revenue for this issue plus an additional $200 to Medical Aid for Palestinians. We encourage you to donate to MAP as well. 

Download Issue #2 here!

Contents:

Issue 1: Negative Space

I used to think, if it's not in the rules, why does it matter? If the dice aren't there to manufacture certainty, how do I know I had an effect? What makes a rules-lite game any different from playing pretend with your friends? After a conversation with some OSR folks, I learned that rules-lite games care about what the rules don't say as much as what they do. Negative Space. The Fruitful Void. Rules are for worst case scenarios. The rest is up to you. For our first issue, we want to see pieces about Negative Space.

Download Issue #1 here!

Contents: