Turning six years of system design into a free core engine—and letting other people build their own games with it—is a really cool move.
For players trying Depth & Doom for the first time, what do you hope hits them in that very first session: checking the rules less, making more calls on the fly, or the stories that come out of danger and tough choices? 🎲
I work on interactive fiction, so I think a lot about that moment when new players start actively making decisions on their own.