I am making my own medieval fantasy game. These are some of my goals:>Emphatize slice of life scenes and allow for maximum worthless roleplay >De-emphasize combat, specifically meaningless combats with 1d6 goblins constantly. Combat is Nice but many combat scenes are there just fillers for the fighters to use their feats. Combat is better when it makes sense to the situation and the plot, gratuitous grinding has tired me forever i think>Spell hunting. Basically the wizards must get into dungeon-like places to catch more spells. This is a good way to fluff dungeons around them and to drive the party organically into themThe most challenging point is this last one:>Make normal persons investing skill points into mundane professions balanced against investing them in combat or MagicCont.
>>96641976Play literally any fantasy ttrpg and just run it that way. I'm not seeing anything that Palladium, GURPS, D&D, Earthdawn, Talislanta, any retclone, WHFB... can't all do with no problem.
The problem with this is most slice of life things you can just go do. I wouldn't play a pen and paper soccer game when I can just go outside and kick a ball around. I can't really go into goblin infested dungeons with a sword and a fireball and get almost killed everyday, which is why the pen and paper version is preferable.
>>96641976>Emphatize slice of life scenes and allow for maximum worthless roleplayDoesn't require in-depth mechanics, just narrative incentives for the players to chase after and the right group.>>De-emphasize combat, specifically meaningless combats with 1d6 goblins constantly. Combat is Nice but many combat scenes are there just fillers for the fighters to use their feats. Combat is better when it makes sense to the situation and the plot, gratuitous grinding has tired me forever i thinkDoesn't require a specific system. Don't run random encounters, and have encounters be tied to the events that happen as a result of the players' choices and their characters' actions.>Spell hunting. Basically the wizards must get into dungeon-like places to catch more spells. This is a good way to fluff dungeons around them and to drive the party organically into themThat's literally what D&D wizards already have to do, especially in the latest editions where if they want scrolls they have to go find them. Again, that's not something you need a specific thing for.
>>96641976Musician. Tattoo artist. Dancer. Blacksmith. Doctor. Locksmith. All of them are useful once in a campaign in a marginal case, but how to make them worthy of being levelled against combat options?Well, the most obvious is to make them Game orbit more around said professions. If the world is in dire need of locksmiths because a million mocking demons have escaped from hell and jammed all the Doors, suddently your role in the world has improved. But this can be a little cheap to do as a GM for each profession involved.Another is to make money relevant, and to make said professions the most reliable source of money in-world. This one is good but can be obliterated easily when the fighters seize a Bounty or they all find a treasure, which is not uncommon in such games.I am thinking of a third way to make those skills relevant which is the Best for now: If you're familiar with PBTA games you'll see where this comes fromEvery x time, You get a roll based on your skill in which, if successful, You can decide one of those>A given npc that you choose is interested in your services (useful for advancing the plot towards your interests to a degree)>You can choose how a given person feels about your work>You are given a task that Will give You enough money to survive>You can ask 1 lore related question if You can explain how your skill helped You knowing or deducing it The price of this roll is that, on a failure, Bad things might happen (fail forward concept)This way, fighters are fighters and wizards are "Pokémon catchers" but specialists are the ones that get to manipulate the metaplot. This may make a campaign be a little too much about tattoos or dancing, but Will be so in an organic way I am Open and searching for more ideas, on this third approach or a possible fourth way to do it
>>96641999>>96642006>>96642010>>96642010>>96642023Didnt expect so many replies before i has written the post fully hahaha. Thanks anon. Yes, the first points are easy to do in D&D and others. The profession thing is the difficult one, even in games that allow those skills to be learnt, they are meant to be secondary talents for fighters or thieves
Congratulations, you're creating the most dull ttrpg ever.
>>96642083Sorry--not trying to discourage you. But if you're going to make a new system, make sure it does something worth learning a new system over. And "to handle skills and slice of life" just doesn't seem like a good reason to learn a new system, when every system has rules for handling skills and the rest is just roleplay. So do something new, or novel, or have mechanics that really shine in XYZ way. Because if you're not doing that, the only other reason to learn a new system is "well this one is faster." And if you're not doing that, then your players will ask "why not just X system we all know and love, already, which can do exactly this just fine?"
>>96642070the issue i see is this. usually locksmithing is valuable because dungeons (among many other things) are full of locks. you get called a rogue instead of a locksmith, but that's the general idea. locksmiths dont get rich because thats not how a slice of life works, doing your job in stable environments for modest margins is mundane. If you try to make that more relevent by having it drive the plot then things get worse because you've eroded the OG OOC character, the investigator/face. if i can reveal secrets and sway hearts and minds with lockpicking then i dont need sherlock homes or cassanova around. i think you're missing something. you're keeping wizards and fighters and dungeons around, but you cant justify why- sure there's spells in them, but if noone plays a wizard then none of us care. you need some kind of foundational concept of why, when and how people and societies explore dungeons, and even more so why they mostly dont. then you can answer how those other professions tie into that relationship
>>96641976You want Golden Sky Stories.
>>96641999>>96642006fist and second post best postsOP in shambles
>>96641976Are you by chance a terminal neet that you find mundane activities something so outlandish they require a game of pretend?
either system-less or gurps
>another retard who doesn't get enough social interaction from his day to day has to emulate it through tabletop timeThat's fine, but don't call it a game.
>>96641976>>Emphatize slice of life scenes and allow for maximum worthless roleplay>>De-emphasize combatSo you're making a system for gay faggots?
>>96642774>anon incapable of overcoming his crippling stutter and chronic mumbling when playing a game with other living human beingsAlways a sad state of affairs
>>96642855Unironically go play board games.Covid was great for many things. Including letting my then-current group members rethink why we meet and why we play, so 3 out of 5 people dropped out of the group and we just play Eldritch Horror together ever since
>>96642847There is a solid chance he will then make it a solo game, just so he can play with his organ
>>96642900Considering I have other games I enjoy, I don't think I will, but thanks for the suggestion anon
>>96641976You want Ryuutama?
>>96641976Ryutama, Golden sky stories, Burning wheel, and any skill based game has got you covered
>>96642006>I can't really go into goblin infested dungeons with a sword and a fireball and get almost killed everydayGet a switchblade, and molotov and go, crack den hunting. Really anon, the skill issue is yours. You can really fuck yourself up like you fuck up your characters. Go try it. I fucking dare you. >>96642070I tied "hero points" to downtime stuff, so you only get them back when you invest into your special interests.Another (and cooler) way you could do this is tie the magic system directly to their skills, like a cobbler who can make special shoes that allow various effects like speed/flight/invisibility/stealth etc., or a songstress who can enchant people with her voice, or a gambler who can predict the future with his games of chance, or whatever. Of course that still leaves combat, but if you're gonna expect EVERYONE in the game to be fighting at some point then just decouple it from the customization options.