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It's finally time for us to seriously address the elephant in the room for truly-true roleplaying games: fun. We talk about how hard it is to describe fun, what elements of gameplay (can) lead to or combine to create fun, and why "make it fun" isn't a very fruitful design goal. Look, we're game designers, we have to treat fun with the gravitas it deserves!
Show Notes:
Games Mentioned:
And there's more:
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