Tag Archives: drama system

9 Tips for Remote Tabletop RPG Play

In the present COVID-19 crisis, many of us, myself included, have canceled our in-person roleplaying sessions to comply with social distancing or shelter-in-place public health regimes across the world. This Thursday, after a hiatus, I’ll be switching my in-person game to remote. (I’ve just started “Canadian Shield”, an extremely variant Fall of Delta Green series.) […]

Building Bombs Into Your DramaSystem Relationships

When seeking structural inspiration for DramaSystem play, you’ll find the purest sources in literary fiction and realistic drama. With no genre conventions to process, the bones of relationship-based storytelling clearly show through. The satirical literary novel Startup, by Doree Shafrir, features an interconnected group struggling to stay afloat in NYC’s tech world. You could easily […]

Star Trek: Discovery, Ashen Stars, and Episode Structure

[Contains a mild spoiler for the most recent episode of Discovery…] A note on tone in Ashen Stars invites you to think of it as the gritty reboot of a beloved TV space opera show from the past. Enough episodes of Star Trek: Discovery have dropped to see that it is very much reading out […]

Surprise Outcomes in DramaSystem

In my last Page XX column I promised a rule for a rare instance of procedural resolution. This occurs when the caller of the scene wants to be surprised by the outcome of an external event. I admit to being surprised that people want this, but it turns out that a few groups do. It […]

See Page XX: Stripping Down DramaSystem Procedural Resolution

a column on roleplaying by Robin D. Laws When characters in DramaSystem want to accomplish something practical, external to their emotional goals, the full procedural system seen in Hillfolk allows you to narrate a detailed scene around that. It determines not only what ultimately happens, but lays down a series of suspense beats along the […]

Those Two Pesky Cards (A Variant Hillfolk Procedural Rule)

Some Hillfolk players report cognitive dissonance over an edge case in the game’s procedural resolution system. Success in a standard procedural scene with the players on one side and the GM on the other depends on matching a target card. When the GM spends a green procedural token, at least one of the player’s cards […]

Dramatic Poles of “Better Call Saul”

In a world where it’s impossible to watch enough great TV shows to declare any of them the greatest TV show now in production, I’m still gonna call “Better Call Saul” one of the best shows going. (And I still haven’t made it all the way through “Breaking Bad”, which might suggest some kind of […]

Can We Have the Room, Please?

Although DramaSystem, the rules engine underlying Hillfolk, builds game sessions that feel like episodes of serialized TV dramas, differences between the two mediums do sometimes lead to somewhat different results. One device you see all the time in TV shows rarely appears in DramaSystem. Very often on a TV show the writers emphasize the emotional […]

How to Be the Teller at the Hillfolk Memory Bank

In Hillfolk the GM acts as the custodian of the overall narrative. You mostly do this when calling your own scenes. You use these to heighten tensions, add new fresh developments, and picking up previous ones that got dropped along the way. Less evidently, you can also intervene during player scenes. This requires utmost subtlety. […]

Malandros – A New DramaSystem Game

[Editor’s note: the Malandros Kickstarter ended on 20th November 2015] Malandros is a tabletop roleplaying game based on the award-winning DramaSystem rules engine created by Robin Laws. Like its predecessor Hillfolk, it’s a game of personal struggles and interpersonal drama. Making a new DramaSystem game like this is possible thanks to the generous backers of the […]
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