The slow burn topic on my mind lately is randomization, for any and all ways it’s been employed in role-playing. As Justin and I discussed in the Design Curriculum series, solo games provide a useful comparison in terms of randomizing mechanics.
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At this point, we needed to do three things at once. First, to make sure we filled in any missing points or caught up with anything Justin wanted to revisit; second, to lay down some important points about design as a process, as I thought we'd maybe strayed into play-theory at the expense of the real topic of "make a game;" and third, to take the time to address any topics as they occurred to either of us as we went along.
I've mentioned the "Escape from Queztec'l" solo adventure from my High Fantasy corebook a couple of times in recent videos, which prompted me to bust out some dice and play it. I was a player in a game about thirty years ago, but haven't tried this feature until now. I'm especially interested in it as a teaching device, for which the text is pretty explicit.