Tor and I continue our discussion of his embryonic, not-5th-anymore fantasy adventure design. We talk about inspiration/behavior mechanics, the large context for play I call the Crawl (with juicy game references), and the importance of making it your own, gloriously embarrassing fantasy.
About this point, you may be asking, "What kind of game consulting is this, anyway? You haven't once asked what the options for character types are, how you roll to hit, or any of the important stuff!"
First, yes, I have, if you look at many of the details I've invoked per explicit topic. The aim is to get Tor shaping all that stuff as a consequence of the discussion, rather than to force him to choose and get stuck with it as part of the discussion. Listen for mentions of specific, crunchy methods scattered throughout.
Second, historically, most of those things have been designed either as imitation (or deliberate "not like that," which is itself still imitation) or as gimmick. I'm getting at what all such game-play operations are for, and what they're supposed to feel like and result in. Once that's in place, or the wheels are turning at least, then hitting upon a specific mechanic to use or operation/resource to bring forward becomes much more intuitive and personal, and in a lot of ways, not my business as consultant.
Whoa! The first Youtube upload didn't work right. I fixed it - thanks to Love D, who called it to my attention.