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File: IMG_7097.jpg (277 KB, 2048x1282)
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What are some of your favorite mechanics from ttrpgs that you wish were more widely adopted or incorporated into other games? I’m talking rules that offer huge quality-of-fun improvements or seem obvious in hindsight.
inb4 you first
inb4 nogames
inb4 buy an ad
>>
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Gunpowder weapons causing enemies making some sort of composure test. Primitive gunpowder, to be more precise.
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>>97108043
Saying "inb4" does not release you from the obligation to provide something, anything, to start discussion and prove you really care about the topic in question.
You could at least explain your OP pic, you lazy fuck.
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>>97108201
>You could at least explain your OP pic, you lazy fuck.
It looks like all possible configurations of a six-room dungeon, which would be a natural extension of the "five-room dungeon" concept that was popularized a while ago.

Five-room dungeons: https://gnomestew.com/the-twenty-one-forms-of-the-five-room-dungeon/
Six-room dungeons: https://traversefantasy.blogspot.com/2022/11/bite-sized-dungeons.html
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>>97108243
Pretty sure that is a local anon's runic magic system
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>>97108462
I thought it had to do with a hexcrawl.
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>>97108043
Merely wishing a so-called "other game" had a mechanic is one of the most pathetic & worthless mindsets to have in terms of TTRPGs as a hobby. They have one of the lowest bars to entry when it comes to modification/homebrew. Finding resources to study technical aspects are down to one's ability to type text into a search bar & having information retention greater than that of a retarded chimpanzee.
Why yes, finding the resources IS almost as low-effort as what it took to make the 1st post of this thread, so even you could do it, OP.

When I want a mechanic in one of my games, I isolate how I could make it work how I'd like, then work on how I could fit it into an existing project. If not, I devise how I might create a new game around it. TTRPG design is easy by comparison to coding, because even when involving algebraic formulas, it still comes down to just writing a few sentences in a way you and your group understands, as opposed to writing potentially 1000s of lines of code requiring specific syntax & artistic assets of multiple media.

My projects are collections of game mechanics I like combined in ways that I like, because games are about playing what you want, not about sitting there wishing that someone else will do the research & write one for you.
It's easy, & has a higher chance to give you & your group what you call "huge quality-of-fun improvements or seem obvious in hindsight" than something someone who doesn't even know you or your group wrote for the purpose of making a quick buck.
The only reason I have any difficulty finishing a project is because I want to create a certain tactical depth to my games that isn't lost no matter which character options your party chooses, & I have a nasty habit of deleting "back-burner" projects.

"B-but I d-don't h-have t-time" is unacceptable; if you're unwilling to put the bare minimum effort into something only slightly harder than posting a thread without your own input, you're beyond lazy.
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>>97108043
Examples?
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>>97108243
that's not even close to every possible configuration lel
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5 room/6 room dungeons are trash and miss the point of why dungeon crawling is fun.
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>>97108243
>>97108462
>>97108600
28 possible ways to connect 6 points of a regular hexagon with 5 straight lines (sides and diagonals) without crossings - up to rotations and reflections.

If you don't care about the specific drawings then there are only 6 different ways to do it, say in the pic #1 (star), #2, #5, #6, #9, and the non-branching path say at the end of the pic.
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>>97108043
Why did you post this image?
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>>97108201
Stop acting like you know the board culture newfag. The OP including his own opinion does not create a discussion about the topic, it creates a discussion about the OP's opinion.
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>>97109325
shut the fuck up OP
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>>97108879
Two things. First, they're not for dungeon crawls, they're for narrative games that want to include a dungeons. Secondly, they're not for actual 5-6 rooms, they're 5-6 key rooms you put into a larger dungeon that create a story for the larger dungeon.
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>>97108043
OP can not inb4.
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>>97109332
Not OP, now post your ideas.
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nope you're OP
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>>97108043
Pic related. I want to see more games motivate players to work towards specific motivations and goals with a reward system to encourage players to get more actively involved in the game, and Tenra Bansho Zero does that pretty well.
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the goal is killing monsters and getting magic items storyshitting theaterfaggot
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>>97109397
The Karma system is unironically great and my greatest regret is not having the free time to adapt it to every system I run.
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nigger
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>>97109325
Aaah, no answer because no games...
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>>97109862
Stop projecting gamelet
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>>97108043
Price of Freedom has every player give themselves a Physical tag and a personality tag, Physical being "What stands out the most about that person at a glance"
and the personality tag being "How would you describe this person after a five minute conversation."

I've incorporated that in all my games since discovering it, it really helps first time players put themselves in character.
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>>97108043
I liked FNFF giving you unlimited actions at the cost of an increasing penalty to each subsequent one
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>>97108243
>It looks like all possible configurations of a six-room dungeo
you sure about that?
I'm not seeing this shape
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>>97110534
3rd row, 5th column
it's just rotated
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I recently learned about Perfect Draw (so if you see posts about it in other threads that's most likely me), and it allows players to create their own TCG decks.
While I haven't played it, and I'm not a fan of PbtA, I just love the idea of allowing players to essentially customize their entire playstyle according to their imagination. Right now my obsession is cards, but if other games allow this for dice or other systems then I'm definitely interested.
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>>97110246
that’s pretty cool. what game is fnff? how big is the penalty?
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>>97110196
SoK does this too, and it’s explicitly used in social rolls. there’s no charisma stat, the modifier you get in social rolls is a combination of the argument you present and how your appearance affects the target.

I like the mechanic that same games use where you can choose to have a penalty on a roll for something your character would be bad at anyway, and in turn you get the equivalent of a 5e “inspiration point” to use on something your character is good at. it gives a reason to roleplay negative traits and faults, becuase you get a little reward for doing so.
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>>97109335
"narrative games"
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>>97110534
see
>>97110579
>>
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>>97109014
>only 6 different ways
Every black graph can be deformed into the coloured graph at its upper left and vice versa. Bit rude of whoever made that original diagram not to even try to group them by class. Still, the resulting mess is exciting stuff. Now please excuse me, it's morning smoko and I have to go drink my tea out of an American doughnut.
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>>97110596
I mess with it before. It was made by some woke fuckers but admit it has enough good concepts and outside of me changing pronouns for sex it's fine. Though the are is a bad tumblr web comic style.
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>>97109325
No, YOU fuck off. Posting a request thread without providing a minimum number of subject material yourself should be bannable.
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>>97109332
>>97109862
>>97111822
Nah he's right in this case. If he said some dumb shit like "i think all games should have X", the thread would become almost exclusively about whether games should have X, how retarded OP is for liking X, and the occasional three paragraph long genuine response with 0 replies.



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