Graham Walmsley
banner
grahamwalmsley.bsky.social
Graham Walmsley
@grahamwalmsley.bsky.social
I design games, especially tabletop roleplaying games (Cthulhu Dark, Cosmic Dark). I also write books on storytelling (Play Unsafe) and drift into interactive fiction (39 Steps) and LARP (Will That Be All).

And I love theatre, art and history.
This is all really basic, obviously. It's just to say: your mechanics should reinforce the feeling and the story you want to create.

Cozy woodland game = cozy woodland mechanics.
November 16, 2025 at 9:26 PM
There's something even deeper, which is about the type of mechanic.

Rolling dice gives a feeling of randomness. Do we want that feeling in our cozy woodland game? If not, maybe we want a question-asking or point-spend or token-exchange mechanic instead. Or no conflict mechanic at all.
November 16, 2025 at 9:25 PM
(Dungeons & Dragons has a lot to answer for, of course, but so does Apocalypse World. The solutions that Apocalypse World uses are not always the ones that work for another narrative.)
November 16, 2025 at 9:23 PM
I feel we're so stuck on this. We're stuck on failures and consequences and hard moves and conditions.

Is this a game about failures and consequences and hard moves and conditions? Are those things part of your story? If not, find something else instead.
November 16, 2025 at 9:22 PM
Or maybe this. When you investigate, roll dice. If you get 7 or more, you find what you expected. If you roll 6 or less, you find something unexpected.

And, if you roll 10 or more, you also discover something about the story of the wood.
November 16, 2025 at 9:21 PM
This would be a better investigation mechanic: when you investigate, you roll dice. If you get 10+, you discover something happy; 7-9, it's bittersweet; 6 minus, it's sad.

Those are all things that fit in a cozy woodland story.
November 16, 2025 at 9:19 PM
How about using the Apocalypse World mechanics instead? Roll to investigate, then you either succeed, succeed-with-a-cost or the GM makes a hard move.

Well, no. It's a cozy woodland game. It's not about succeeding with a cost or making a hard move.

(Yes, I know, I'm labouring the point.)
November 16, 2025 at 9:18 PM
It's deeper than that.

What are the investigation mechanics of our cozy woodland game like? Do you roll to investigate, then succeed or fail?

Well, probably not. This isn't a story about failing to investigate. We'll mostly want our cozy investigations to succeed.
November 16, 2025 at 9:16 PM
I was hoping there was some way of pushing the roll.
November 16, 2025 at 2:57 PM
Do you actually roll percentile dice?
November 16, 2025 at 2:25 PM
I did write Dark Meat, my Christmas Dark...um, hack.
November 15, 2025 at 7:24 PM
It's not cute it's just distant
November 15, 2025 at 6:40 PM
I think that's Cthulhu Hack by @paulbaldowski.bsky.social !
November 15, 2025 at 5:58 PM
It was more "Gosh, he's got this really deep knowledge of things I don't even remember"
November 14, 2025 at 5:10 PM
It was actually the war between the Soviet Union and China. "Maybe there was a small conflict...no wait"
November 14, 2025 at 4:40 PM
I'm amazed I haven't been booked for the Dictionary Corner in Countdown honestly.
November 13, 2025 at 8:16 AM