How Dice Create Game Feel in Tabletop Role-Playing Games

Video game developers spend countless hours tweaking their work to produce the intangible quality they call Game Feel. Game Feel is that little spark of joy you get from tapping a button and seeing Mario jump. Even on an empty platform, without an enemy to stomp or a box to bash, it is satisfying when Mario jumps. Behind that feeling is Shigeru Miyamoto sitting in a studio with an alpha version of his game, making Mario jump over and over again, literally for days in an empty void, minutely adjusting Mario’s weight, jump velocity, landing animation, etc. until the jump feels absolutely perfect. Any time you’ve ever played a shooter and picked up a new gun, and just knew it was more powerful the moment you fired it, you’ve experienced game feel.

Sproing!
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Thursdays in Thracia – Part 3

This is Part 3 of my Thursdays in Thracia B/X Dungeons & Dragons Campaign, an actual play of Jennell Jaquays’ The Caverns of Thracia. For more context, start from Part 0.

Ledges and Trapdoors and Bears, Judges Guild 1979

Continuing from Part 2,  after the party had suffered a casualty from a terrible statue.

Standing amidst the rubble of the animate statue, the party realized that while they had lost a member, they had also gained two new ones. Skubble the Dwarf and Toba the Cleric, both of whom were just reorienting themselves, after having spent some time paralyzed by the gaze of the other statue, the one with yellow gemstone eyes that freeze all who gaze upon it.

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