Thanks! I really appreciate that!
Honestly, I think all three go hand in hand. One of my biggest goals with Depth & Doom was to create a system that gets out of the way of the experience. I want players and GMs spending less time digging through rulebooks and more time making decisions, improvising, and actually playing.
I love when mechanics create unexpected moments haha, especially when failure doesn't necessarily mean nothing happens. Sometimes success comes at a cost, and those consequences can push the story in directions nobody anticipated. That's rock and roll!
Ideally, by the end of that first session, players aren't thinking about the rules anymore. They're thinking about what happened, what they could have done differently, and what they're going to do next.
That's really what I hope people take away from Depth & Doom. The rules should support the adventure, not get in its way. And I'm excited to see what other creators build with it! #party




