i am going through the old school primer for a book club at the cauldron,
it talks about using skills
it has me thinking about skills.
![]() |
| i thought he had a beard |
i think skills are, primarily, for the player, they are the handholds on a rockwall, something to give you grip when coming up with solutions. they are player tables, it can just be a list: heres one for one d six
too many and they become a wall, a little dab will do ya, different flavors of action and styles of motion
this adds tactility, it becomes something the player did when they ask the gm if their climb skill helps them. its another way to interact with the world, which can do wonders for creativity.
equipment is setting is advice i heard a long time ago and have gotten so much use out of
i love building equipment tables, they do so much work as far as vibes. and very specific equipment is no different than a skill, you just gotta carry it.
skills are players mind equipment, they are gummy and recyclable and cerebral, they are neighbors, give them a bowl, let them pick and choose, let them forget, it is lost forever.
let the players fill the bowl, let them share in creation, such joyful magic is seldom bad.
it is hard, sometimes, to be together, what joins us must be good, for everythings sake.
heres a superpowers table, if you're in to that kind of thing . . .

I love the legal loophole for the thief. That's cool!
ReplyDeletei think white collar thieves are under-represented in dnd and i am working to rectify that. thanks for reading.
Delete