
It was a really clickbaity title. See for yourself: How A Forgotten D&D Rule Shaped the Entire Old-School Gaming Culture. Wouldn’t you click that?! Alright, maybe it’s clickbait just for the freaks like me. Anyway, I clicked it, of course, and watched it with my eyes wide open. In just a few minutes, I teleported to the 70s and saw how people played RPG games back in the day. To put it simply, they were playing Diablo, while I was playing Divinity: Original Sin. They were playing quick-paced quests, while I was taking part in long epic stories that could be taken straight from G.R.R. Martin’s books.
Every D&D session began with descending into the dungeons. Every D&D session ended with leaving the dungeons. It was all about Experience Points, spending money on new items, and getting ready for the next quests. Sounds like Diablo, right? But there was a catch in this clickbaity and forgotten rule…


I strongly believe that good board game is the one that tells a good story. You play it and suddenly you are sucked into it, you feel chills on the skin. Emotions grow. In a moment you defend castle. You hear roar of warriors. You smell boiling oil. You are into it.
That's how I design my games. I always want to tell a good story. I want players to be into it. As deep as possible.
