This is the Core of The Gold Hack. All the underlying assumptions that I hadn't the space to make in the original game. I hope this will be useful to anyone who wants to produce derived games, modules, scenarios, subsystems, etc, for The Gold Hack.
In other words, this is a discussion of all the things I tried The Gold Hack to be. I will discuss why some rules are the way they are, how the text changed through the various iterations, and I’ll give plenty of examples where abstraction isn’t the best way to convey something.
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