Tachi (Matt)
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tachi2407.bsky.social
Tachi (Matt)
@tachi2407.bsky.social
TTRPG Game Master, fan of mecha, fighting games and deckbuilders.

Other interests include psychology (and related philosophy to some extent) and history, especially as it relates to everyday life in the past.

Working as an automation engineer.
Some games do indeed just tie damage die to your class and level

Alternatively, getting to add half your Level or such to all damage might be an option to convey expertise whilst keeping some damage variable based on weapon used
December 11, 2025 at 1:42 PM
Because the reality is, being stabbed through your neck with a dagger is just as lethal as a sword stab

It's not that dagger literally damages the flesh less, it's that getting into effective range against someone with a longer weapon is really risky
December 11, 2025 at 1:40 PM
Tbh seems to me like just a simple "it's bigger so it's gotta hit harder"

Also in some games possibly an abstraction on the idea of overall combat effectiveness when things like reach are not taken into consideration
December 11, 2025 at 1:40 PM
Premise and a set of tensions/connections as well as moments or beats to try and incorporate

That's what I associate with the most typical playsets for systems that use them
December 11, 2025 at 9:29 AM
Perhaps there's going to be a necessity to invest in the infrastructure of less industrial countries to prevent the dominance of few heavyweights

But... isn't that one of the things EU was set up for in the first place?
December 8, 2025 at 9:01 AM
Additionally, modern attitude of being "competitive" economically over all else often neglects other considerations

For example security or home industry. Like it's nice that you saved money short term but also no work places have been created and so the unrest is growing
December 8, 2025 at 8:59 AM
Extension of this to some outside partners as mentioned in the article might be an option

Most important point is to reduce overall reliance on US and China

As others have mentioned, those countries are already protectionist
December 8, 2025 at 8:59 AM
I know there's this

mkirin.itch.io/iron-valley

Haven't gotten to it yet, bit it sounds basically like the interpretation of SV you're talking about
Iron Valley by M. Kirin 📶⚡
A cozy ttrpg powered by Ironsworn.
mkirin.itch.io
December 5, 2025 at 8:41 AM
yeah it's similar aesthetic and you have powers manifested as a symbolic entity

but the logic and style of fights and also the overall structure of the story are vastly different
December 3, 2025 at 10:04 PM
Reposted by Tachi (Matt)
But also I loathe “rules light” as a term because it tells me nothing useful

The same term is used to mean “a very few, extremely precise rules deployed very strictly for immense effect” and “idk man it’s improv-driven consensus loosey-goose pure roleplaying magic, it’s so cool”.
December 2, 2025 at 12:54 PM
you can run the game without putting the rails in

you can't exactly run when there's no one to run for
December 3, 2025 at 12:49 AM
Also when it comes to story, yeah just a linear scenario might not be much work, but there's the layer of mechanics that govern the world

Timeline of events, faction dynamics, ecosystems within a location

Not directly tied to statblocks, but relevant to running (in some styles)
December 2, 2025 at 12:45 PM
Mostly true for games with complex statblocks, but a lot of this content lives in OSR spaces, where natural language description for what gimmicks a monster has... often is entirely sufficent, you just slap that on the generic bear statblock and that's it
December 2, 2025 at 12:45 PM
But even if a system includes those, if they're not tied into some core loop of them game, you can switch to a different structure for an adventure and it's not gonna go up in flames
December 2, 2025 at 12:35 PM
It's a bit sad but there is often not even gonna be any clash with existing mechanics, as majority of systems have precisely nothing when it comes to procedures for controlling the pacing, keeping track of how things are progressing etc.
December 2, 2025 at 12:35 PM
Interesting in that respect is the proliferation of understanding of certain mechanics and the option of including simple self-contained mechanics

Like a module that includes procedures with progress clocks and simple faction mechanics
December 2, 2025 at 12:35 PM
Like, it's not majority of systems, you just physically cannot design anything that's be useful for every genre and every type of play, even if just because there are systems that do not have any additional products you could use with them
December 2, 2025 at 12:31 PM
Yeah at most there's a category of systems to which a given type of content applies

That said, it's mostly linguistic details, not sure if there's a word for "not tied to a specific system" that doesn't unintentionally imply that it's universal and works for all systems
December 2, 2025 at 12:29 PM
As in, if you're not interested in how many magazines someone took, you simply need to know "ok are they stocked up on ammo or not", just apply UD to all ammo they have

From the sound of it the former approach might be closer to what you're aiming for, simulating chaos and rush of combat
November 27, 2025 at 4:15 PM