Continuation from Part 1 . So I already talked about my quest to run dungeons for my players that feel as tense to them as Dragon Warrior 's dungeons did to me. I talked about trying a game, Torchbearer , that had systems built around emphasizing the things I thought that tension was about: the importance of light, limited resources, dwindling life. And about how I eventually found more of my mental energy going to managing those systems than to my campaign. Let's take a detour back to Dragon Warrior / Dragon Quest . More specifically, let's look at combat in Dragon Warrior . It's pretty basic. Only 4 actions to choose from: FIGHT, RUN, SPELL, ITEM. Seemingly worlds apart from the "free to try anything, and your referee will come up with a ruling" land of OSR and other tabletop RPGs. Even by comparison to other JRPGs, it looks like a limited and kind of boring list of choices. Compare it to, say, Final Fantasy 5 , with its huge system of jobs, skill...
In which I write about tabletop RPGs and very little about pastries.