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    <title>Idiomdrottning</title>
    <description>Idiomdrottning demonstrates a new and often cleaner way to solve most systems problems. The system as a whole is likely to feel tantalizingly familiar to culture users but at the same time quite foreign.</description>
    <link>https://idiomdrottning.org/</link>
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    <pubDate>Sat, 17 Oct 2026 21:55:28 +0200</pubDate>
    <lastBuildDate>Sat, 17 Oct 2026 21:55:28 +0200</lastBuildDate>
      <item>
        <title>Rules, not rulings</title>


&lt;p&gt;The &lt;cite&gt;Quick Primer for Old School Gaming&lt;/cite&gt; was a huge
influence on me when I first started playing blorbily but looking at
the 2024 edition of that primer now I can see how far we’ve drifted
apart.&lt;/p&gt;

&lt;p&gt;Sure, someone overhearing our tables wouldn’t hear a difference. The
“moose head example” would sound the same. Players describe how they
are looking for treasures and traps rather than rolling for it.&lt;/p&gt;

&lt;aside&gt;(I saw someone on Reddit saying at most actual
tables the players wouldn’t look behind the moose head and be like
“another boring room, let’s leave” leave the GM would impatiently
blurt out “you think there’s something weird about the moose head”. I
don’t do that. What they don’t find, they don’t find. Sometimes
they’ll come back a dozen sessions later and find it, or another party
will if I run for multiple players West Marches style. DMs, you’ve got
to keep the secrets secret! &lt;a href=&quot;/dm-secret-knowledge&quot; title=&quot;Secret-keeping is the DM&apos;s most important job&quot;&gt;That’s your one job!&lt;/a&gt;)&lt;/aside&gt;

&lt;p&gt;I call that style of play “diegetic mechanics” and for me it
definitively came from the old school primer. It’s so awesome. I
definitely handle as much of the game as I can that way.&lt;/p&gt;

&lt;p&gt;But the difference is the “improvisational” part. “Rulings, not
rules.” The primer has an example of a DM deciding on the fly that a
particular rogue has a 1d6 chance of finding traps&lt;small&gt; (in addition
to pouring water and knocking with poles I guess)&lt;/small&gt;.&lt;/p&gt;

&lt;p&gt;That isn’t my jam. If there is something behind the moose head it’s
because it’s written down. Not because “oh the players are messing
around with a moose head, I want to reward that and making up a secret
compartment behind it”. Playing that way would not be blorb.&lt;/p&gt;

&lt;p&gt;When I say “rules, not rulings”, &lt;a href=&quot;/new-dm-advice&quot; title=&quot;New DM advice&quot;&gt;new DMs&lt;/a&gt;, please do not be
scared!&lt;/p&gt;

&lt;p&gt;By all means, start small and with a simple ruleset! I want new DMs to
take up the shield and go for it and not be overwhelmed by having to
read a thousand books! But when you make a “ruling”, write it down and
make it a rule instead.&lt;small&gt; You can polish and revise it between
sessions if you want and consult your players too, knowing it’s
&lt;a href=&quot;https://en.wiktionary.org/wiki/what%27s_sauce_for_the_goose_is_sauce_for_the_gander#English&quot; title=&quot;what&apos;s sauce for the goose is sauce for the gander - Wiktionary, the free dictionary&quot;&gt;goose&amp;amp;gander&lt;/a&gt; and things you let them do, monsters might be able
to do too.&lt;/small&gt;&lt;/p&gt;

&lt;p&gt;Creating new mechanics and new rules is an amazing way to keep a blorb
alive, a blorb that’s bigger than what you could manually track or
create. We made the &lt;a href=&quot;/looking_for_stuff_outdoors&quot; title=&quot;[D&amp;amp;D] Looking for Stuff Outdoors&quot;&gt;“looking for stuff outdoors”&lt;/a&gt; rules when it
became impossible to in detail prep every single flower in every
single square foot. But when doing so, I want to be guided by the
&lt;a href=&quot;/blorb-principles&quot; title=&quot;Blorb Principles&quot;&gt;blorb principles&lt;/a&gt;. &lt;strong&gt;No fair picking paper &lt;em&gt;after&lt;/em&gt; seeing them
choose rock&lt;/strong&gt;, and no tier three truths if I have a tier two truth and
no tier two truths if I have a tier one truth.&lt;/p&gt;

</description>
        <pubDate>Wed, 07 Oct 2026 12:29:02 +0200</pubDate>
        <link>https://idiomdrottning.org/rules-not-rulings</link>
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        <category>texts</category>
        <category>rpg</category>
      </item>
      <item>
        <title>DMs don&apos;t know what players want</title>


&lt;p&gt;There’s generally this theme I hear whenever I talk to other DMs
online or in person, and I get frustrated with my fellow DMs for not
understanding this: the kinds of games DMs love are not the same
players love. Not every DM, but some forever DMs are all about super
minimal games and they really love constraining the players and taking
options away from them. My players &lt;em&gt;love&lt;/em&gt; crunch and options.
Classes to pick from and build out and test. I hate that and prefer
way more open-ended and creative games like Fate or OSR where there’s
only a few options that you can flavor as you wish. I love the blank
canvas, they want the menu of options. DMs love minimal games because
there’s less rules for them to have to remember and fiddle with and
adjudicate and they can just &lt;a href=&quot;/rules-light-prep-heavy&quot; title=&quot;Rules-light, prep-heavy&quot;&gt;concentrate on the prep&lt;/a&gt;. But
there are many things that bring a player to the table. For some the
game system in and of itself is the appeal. Getting to &lt;em&gt;pick&lt;/em&gt; some
actual abilities with actual crunch and tangible in-game effects is
like Christmas for them.&lt;/p&gt;

&lt;p&gt;A mindset I don’t have to share in order to understand and try to
provide for. My own brain was messed up by the &lt;a href=&quot;/chasm-width&quot; title=&quot;The Chasm Width Problem&quot;&gt;chasm width
problem&lt;/a&gt; early on so I could never &lt;em&gt;really&lt;/em&gt; care about these
player abilities knowing that the DMs were likely holding the finger
on the scale the entire time.&lt;small&gt; (As in, &lt;a href=&quot;/atomic-encounters#the-flagging-dilemma&quot; title=&quot;Atomic Encounters&quot;&gt;what good is a +2 to
picking locks&lt;/a&gt; when the DM could just make all locks be two
harder.)&lt;/small&gt; But then the &lt;a href=&quot;/blorb-principles&quot; title=&quot;Blorb Principles&quot;&gt;blorb principles&lt;/a&gt; solved the chasm
width problem so now all of this crunch is actually real and there’s
something pretty nifty about that.&lt;/p&gt;

</description>
        <pubDate>Sat, 03 Oct 2026 10:18:24 +0200</pubDate>
        <link>https://idiomdrottning.org/dm-want</link>
        <guid isPermaLink="true">https://idiomdrottning.org/dm-want</guid>
        <category>texts</category>
        <category>rpg</category>
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