Exhumed design diary: Action-packed minutiae

I'm still sorting through the trickiest design issues in Exhumed, my soulslike tabletop RPG: how frequently characters act, and the options available to them when they do act, as I wrote awhile back. I got to try some ideas in my last playtest, and have been approaching various problems with different kinds of actions atomically, … Continue reading Exhumed design diary: Action-packed minutiae