Another good episode of Extra Credits is this discussion about Counter Play. This is important to an RPG like Lost Worlds, because all of those mechanics and powers we design for classes often end up with equivalent mechanics in the tool kits of the NPCs. Essentially, I want to make sure that mechanics being used against the players make the game deeper, and more tactical for them. The first mechanics that come to mind when I think about Counter Play are the myriad of statuses in RPGs (unconscious, stunned, paralyzed, entangled, grappled, petrification, insta-death, etc). On the other hand, just because they limit options doesn’t mean the game is less deep because of it. You might approach a cockatrice very differently than an archer, because of the Counter Play involved in the power being used against you.