Dungeon Mecha

Squirm

Ttrpgs are Mostly Talking. Popular sentiment says that if a game was Only Talking it would be called Make Believe and that would be very different. From this we arrive at two axioms for Tabletop Roleplaying Games.

  1. Talking is the default state of play.
  2. There must be an element of Not-talking in addition to all the Talking.
    2b. The relationship between Not-Talking and Talking must be significant.

Squirm: the moment in which Talking is interrupted by Not-talking.

Properties:

Example: Rolling a d20. Tangibility obviously. Temporality in the act of grabbing and rolling. Temporal complexity in interpreting results. Response varying from anticipation to dread.

Whenever you're Not-Talking you're squirming. Interacting with the character sheet, referencing the rulebook, flipping tokens, writing notes, everything is squirm.


I just spent a hundred hours making quantitative comparisons between resolution mechanics and then deleted it all.

Here are my conclusions.

If you already knew this, well so did I.

We are but squirms. Writhe.