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A card-based duelling mechanic

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  Many a swashbuckling adventure contains a fencing duel or ten: our hero facing off against one or more opponents, their swords clattering as the fight takes them around the scenery in a way that is very difficult to emulate with a succession of attack (or damage) rolls. Where are the feints? where are the clever reversals? Instead, I present here a duelling mechanic (or perhaps rather a minigame?) using a deck of playing cards to emulate the back and forth of a classic fencing duel for two combatants: First, unless the game has a clearly defined attacker, both players draw a card to determine who starts on the offence and who starts on the defence . Highest card is offence . The duel is played out over a number of rounds, in the beginning of each round, cards are drawn, then cards are played, continuing until one combatant is defeated. In the first round, the players each draw a hand of five cards. In later rounds, they will draw two new cards for their hand, to replenish those play

The Why of Blogging

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  So, in the grand tradition of RPG thinkers who came before me, I have decided to start a blog. As a relative newcomer to the scene, I am probably not the most knowledgeable, nor the most insightful writer on the web, but I do hope that my thoughts are at least interesting. If nothing else, this blog will serve as an archive of some of the thoughts I have, that would otherwise be lost (maybe they ought to be, who knows?). I will refrain from giving myself some overwritten mission statement, which will invariably be forgotten anyway, but I do have a few overall thoughts on the kind of things I will probably be writing about: Little gameplay ideas, or setting elements that may or may not make it into future games or supplements I write Blogs on blogs: sometimes I will read someone else's blog post and have thoughts on it, if I think they are sufficiently interesting, I will write them here "Reviews": many words have been said by almost as many people as to what is necessar