This week, I finished up a four-session arc of duets using Spire: The City Must Fall by Grant Howitt and Chris Taylor. This is my third time running Spire, and there is a lot about the game I love. The writing is top-notch, the setting is rich with conflicts and status quos that just beg for player meddling. On the larger scale of the episodes and overall "season," the system delivers.
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It is crazy how common and how widely-developed craziness is, in role-playing. As much as world-building, as much as combat options, as much as magic systems, this is a definite feature of the hobby with its own schools and aims. It is clearly a primary path toward characterization, character development, player agency (through its managed lack in many cases), and emergent plot.