Indie Game Reading Club - Goblinville

Paul Beakley wrote this piece about running Goblinville as a one-shot.

I really appreciate how much context he gives regarding Goblinville’s inspirations and where it innovates. He also has a fair critique about scope: that Goblinville is not prescriptive about how much can be accomplished in a single roll. I think this can come up in any system with a single resolutions system (it’s more similar to World of Dungeons than Dungeon World in this regard) which can be productive or murky, depending on the table,

If folks have played, I’d be interested in how your experiences aligned with Paul’s and I’m happy to discuss if the write-up sparks any other questions.