Knock: Less Rules To Do More
This was a collection of the core points from my popular blog series: Less Rules To Do More. This series goes over historical notes of tabletop adventure gaming, as well as the extremely medium-specific ability of role-playing games to be able to focus on what the conversation around the table talks about. It touches upon game design ideas of first reducing desired outcomes to their most basic form, noting the aesthetic and dynamic interaction first, only “reinforcing” with the mechanical level once deemed “necessary” or “desired.”