Building Vibes with Encounter Tables
A few days ago I posted something about vibes. I stand by it; I think that at the end of the day the most fun games I've ever played all shared a single, clear vision about the kind of story your group is going to tell, and used everything they had to help indicate that vibe. You can always play against it--sure, I guess--but at that point you're mostly just showing off how clever you are. I can't praise that kind of indulgence, sorry. I was raised Catholic. I've been trying to build my case, and part of that is an attempt to figure out how to build vibes. For most TTRPGs, the art plays a huge role. (The huge prominence of art, in a medium where the game takes place entirely in the imagination, and most people are not even looking at the rulebook often during play, has always struck me as weird and an early sign there was a mystic quality behind effective TTRPGs that was hiding from description: the vibe.) Art shows players what their world feels like, what the threats...