39 - The Iajutsu mini game in L5R is successful not necessarily in terms of mechanical balance, but in how it shifts the entire game world into “another realm” and everyone knows It Is On because quite literally The Rules Have Changed.
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40 - “Session zero” as a codified concept is superb, and of such critical importance that I feel non-tabletop games would benefit from implementing similar systems to communicate expectations with players.
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41 - “Roll for initative” is a real life incantation whose potent words can make an entire room jump to full alertness.
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42 - The Bag of Holding both in how KEWL it is but also for all the ways in which it breaks the flimsy walls of fictional reality when you start messing with it.
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43 - Many modern games list snacks, friends, and the right mindset as equally vital “need to play” items alongside dice, paper, etc.
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44 - FASERIP because it doesn’t actually help much as an acronym but it’s fun to say.
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45 - Bizarre random chargen minigames like the TMNT and Gamma World ones, which are so much fun they are effectively single player games in their own right.
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46 - “Feather me yon oaf!” was a blessing that was (obviously) too good for this world.
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47 - The D&D 4e Warlord. Full stop. So so so good.
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