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How would you do a fishing minigame in tabletop?

No, seriously. Have you ever tried to put in a mini game into your tabletop game where it's just mostly there for the players to engage and relax in whenever they feel like it? I'm not sure if there's a way to do this, and I'm wondering if this is a strange artifact of tabletop being inferior to video games, or if I'm just not clever enough to think of it.
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>>96764488
Use that kids magnetic fishing game. It'll probably get a few laughs
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>>96764511
This.
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I wouldn't because I don't think mini-games are appropriate in a multi-player context. A single player can just dip in and out as they please, but a group has to manage different people who may or may not want to play. Also context switching is going to be more expensive.
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>>96764710
I can see it be done in a fun quick mini-game type of game while other people are doing things. Like say someone spending time crafting weapons, brewing potions, hunting, cooking, etc.
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>>96765010
If it's just a quirky way to resolve a specific task then maybe. But players aren't characters, so crafting and the like needn't be time consuming for the former just because it is for the latter. And if they're spending time looking through rule books making decisions they might as well do it at home on their own rather than making everyone else find ways to amuse themselves while they wait.
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>>96765010
>I can see it be done in a fun quick mini-game type of game while other people are doing things.
I guess it is not too dissimilar from giving the players encrypted text or some kind of dungeon puzzle.

That said, I would argue even that is usually bad idea. It is different game than what we came here to play, and it is not guaranteed the players will enjoy it. It is also hard to calibrate difficulty of these things.

So, in my opinion, the negatives overweight the good. Might work okay if you tailor these challenges to your players, but it is not universally good idea.
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Why would you want to put a mini game inside a ttgame?
Mini games in vidya are specifically designed to increase play time (waste time) to increase value of the game to consumers. Some do it better than others but thats the intention behind mini games. There's no reason to want to pad out play time in a TT game with a mini game considering the rulebook probably already has rules for any kind of thing youd already want to do.
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>>96764710
When you have adult players with functioning attention spans you don't have to worry as much about keeping everyone constantly stimulated and engaged all at once. It's ok for one or two players to be doing something and another two to not, for some few minutes.
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>>96764488
>Have you ever tried to put in a mini game into your tabletop game where it's just mostly there for the players to engage and relax in whenever they feel like it?

We just play a boardgame instead.
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>>96764488
>How would you do a fishing minigame in tabletop?
I wouldn't.
>Player wants his character to fish
Cool, roll a d20 and add survival or some other appropriate skill modifier
>Player 'I rolled low/medium/high"
Cool, you fail to catch a fish/catch a couple of small fish/catch a bunch of fish including one fat ass carp.
Done.
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>>96768810
Holy Toledo.
If the rest of your session is as shitty and low effort as your attempt at variety here I do not envy your 'players'.
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>>96769194
The plot/game doesn't revolve around fishing retard.
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>>96769214
God I would hope not, because you're fucking shite at it according to that post.

I extrapolate from that example though that it goes kinda like this:
>player wants his character to do X
Cool, roll a d20 and add ___ or some other modifier
>Player 'I rolled low/medium/high'
Cool, you fail/succeed slightly/succeed bigly

WOW!
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Why do zoomers feel to need to try and cram every video game concept into ttrpgs instead of just playing video games?
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>>96769236
Depends on the scenario, but when it comes to down time fishing, yeah I'm probably not wasting much time on it.
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>>96764488
if you have an entire party of fishermen I could imagine making notes on each area about what fish (or other things in the water, probably meaner than fish) could be fished up, mixing together both real fish and ones you made up for extra worldbuilding
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>>96764488
If my players want to fish, I'll make fish tables for the setting. Then a skill check for casting the rod, then I'll roll on the fish table. Then, an opposed series of grapples against the fish to reel it in.
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>>96769259
And so the important thing you're wasting time on is-- combat I presume?

>player wants his character to attack
Cool, roll a d20 and add modifier
>Player 'I rolled low/medium/high'
Cool, you fail/succeed. Roll damage

That's why I said what I said. If you can't even be arsed to do anything besides rote
>roll, add, you win/lost
on something as simple as fishing during 'downtime' (btw this is a shitty, video-gamey way to parse portions of a TRPG game that attributes value to some and less to others when really the whole should be taken together as one instead of cut scene to scene) then why would you do anything more than that during the portion of the game that is literally just that mechanically.

If Fighter wants to roll some low pressure dice and engage in the world and environment and maybe some character building chance and you're meeting it with an attitude that it's wasting time and here's the bare minimum mechanics- you're cooked.
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>>96769329
>And so the important thing you're wasting time on is-- combat I presume?
It's generally plot
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>>96769358
Alright, well I'm done scolding you anyways.



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