More Cards Don't Always Make a Better Card Game
Chris Z Chris Z

More Cards Don't Always Make a Better Card Game

More cards don't automatically create more strategy. Sometimes they can actually get in the way of it. With Monsters, Magic & Mayhem, we discovered that knowing what's in the deck can be just as important as not knowing what's coming next.

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Can RPG Combat Work Without Taking Turns??
Chris Z Chris Z

Can RPG Combat Work Without Taking Turns??

What happens when RPG combat stops asking, “Whose turn is it?” and starts asking, “What is everyone doing?” Turnless combat doesn’t mean chaos—it means finding a different kind of structure. See how overlapping actions, changing Momentum, and a battle that never stops moving can keep every character involved—and why abandoning the traditional turn may make combat feel more like the fight you’ve always imagined.

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Got 10 Minutes? You Have Time for a Game.
Chris Z Chris Z

Got 10 Minutes? You Have Time for a Game.

You don't necessarily decide, “Tonight we're playing Monsters, Magic & Mayhem.” You can decide, “We've got ten minutes. Want to play?” You aren't scheduling time for the game. The game fits into the time you already have.

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Why Does RPG Combat Take So Long?
Chris Z Chris Z

Why Does RPG Combat Take So Long?

A few seconds of combat in an RPG can take an hour at the table. Why?

Complicated rules are an easy target, but they aren't the whole problem. The real culprit may be all the time between the decisions, the rolls, the resolutions, and especially the waiting.

Maybe faster combat isn't about making the game simpler. Maybe it's about spending more of that time actually playing.

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7 Alternatives to Traditional RPG Initiative
Chris Z Chris Z

7 Alternatives to Traditional RPG Initiative

Traditional initiative works. But rolling initiative and cycling through the same sequence isn't the only way to organize RPG combat. From side initiative to simultaneous action, here are seven alternatives—and what each one actually changes at the table.

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