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The new year brings new resolutions, inspirations, goals, dreams and half-baked ideas.

>Why should I homebrew?
/tg/ products are fairly unique in that it's actually pretty simple to make them these days, with a plethora of products to assist in making and playtesting your game. Making your own games helps understand why games are made the way they are, as well as being fun to do.

>What you should post
Ideas for games, games you're currently making, updates to your own games in broad strokes, and any homebrewing for existing products that don't get much attention. Discussion about the above is welcome. Post good, be good, and look over others products, they care if someone looks more than anything.
Had to remake the thread

>Resources for the aspiring developer
>https://anydice.com/ (A fantastic resource for checking probabilities)
>https://miro.com/ (A online whiteboard with tools to help organize yourself)
>https://www.notion.so/ (Similar to the above, but in a bit cleaner format for those who work in larger teams)
>https://rolz.org/ (Impromptu playtesting at its finest)
>https://www.youtube.com/user/georgephillies/playlists (Game Design Lectures)
>>
Make me a solo RPG with a cool hexcrawl system.
>>
>>97283892
These book title edits are always funny to me
>>
>>97284128
YOUR WISH IS GRANTED
>>
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Back on the grind
I dont even know what im building anymore
It feels like the system is the one doing the building now
Its becoming something repulsive and frightening
Ill have to redesign another core mechanic again before it becomes too powerful
>>
>>97284925
ai has gone too far
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>>97284128
this will be a 20 for the pdf anon
>>
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Have you tried homebrewing different types of healing working differently and having different applications?
Maybe I'm making stuff too complicated for the sake of being different.
>>
What is the general consensus on puzzles/riddles? Given how most game sessions are lucky to last a few hours it would be awful to grind the game to a halt for even half an hour to solve a middle school logic problem (god knows how long a more complex one might take). But I still feel like they are something that could be used sparingly.

What if the players beat a skill check/scenario to continue the scene but the puzzle/riddle is introduced as something for more rewards? Hell, let the players continue to the next scene but let them think back to the puzzle and maybe solve it. Would that be a better solution to the past's 'all or nothing' approach?
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>>97283892
Glad someone started a new thread.
There’s something I wanted to share.

Remember how I submitted my game to that local game design contest?
I got the initial results on December 24th.

Not only did I make it to the final phase, I actually received the highest tier possible in the rules evaluation.

That means I get to send them a prototype for playtesting, along with the latest version of the rules.
I’m cautiously optimistic about how this will go.

I’ll keep you posted.
>>
>>97289156
here's the rulebook
>https://drive.google.com/file/d/1J8DUG7jKctGcK5FAaimj7fNOpiLXiBhF/view?usp=sharing
>>
>>97289156
>that's great anon, hope it works out for you
>>
Finally managed some time to run my first playtest of my sci-fi narrative skirmish wargame. Mostly writing for my own use: simple modern rules for 28mm Inquisitor house campaigns. Resolution mechanics are more-or-less Cairn RPG meets Trench Crusade. Went well, although I realized I really need a 1995 Necromunda style small flamer template. Working on psychic rules now.
>>
>>97289268
one last update before going to bed
>https://drive.google.com/file/d/14swcYXU_wiAvyquoJWdgQE7577K0MWAy/view?usp=sharing
>>
>>97288743
I tend to keep riddles and logic puzzles straightforward on the "main branch" of a quest, but lock super loot and outlandish player asks behind lateral thinking puzzles.

Bear in mind; a riddle doesn't always have to be posed as a literal riddle.

It could be making a jaded aristocrat laugh, or solving an in-universe logistical problem with in-universe logic, or yes, deciphering a two steps left substitution cipher or some such thing your probably stoned probably half asleep mates would spend weeks trying to crack.
>>
Zoids based TTRPG I have been working on for a while.
Tactical grid based combat, cinematic human scale conflict, percentile rolls, energy management.
Stats based on Zoids Saga Vidya.
Overall pretty proud of it.

>https://temp.sh/ZGJeV/Zoids_Percentile.pdf
>>
>>97288743
I have no problem with them as a concept in RPGs, but I probably wouldn't ever bake them into core rules. The general advice for RPG puzzles (that >>97292296 goes over) is pretty sound for them. So
>Keep any mandatory/main path puzzles very simple
>Don't be overly strict with answers. If the group comes up with something that sounds smart and could/should work in-universe but isn't the answer you wrote down let them use it anyway
>Plan for what happens if they don't get to an answer, even if the answer seems painfully obvious/simple to you


>>97289156
Congrats, anon!!! Even if you don't win (or however the contest works) this final part you must have something really solid on your hands to have made it this far.
>>
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No dying yet, i still have work to do
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Thoughts on this:

I have a size category system. It would integrate perfectly into my item system where a +1 size sword does +1 damage and takes +1 more stamina to wield.
But
Size scaling is nonlinear, so a size +5 sword might do +15 damage and take the same to wield, which breaks other elements and more importantly, is too autistic to ever function. It would also fuck up material value of items, so id basically end up writing a physics simulator instead of a game
Clearly i cant do that
But
It works so well...

What would a sane person do here? Abandon the idea? Do a halfhearted implimentation and hope noone looks at it too closely? Or descend into madness and end up writing a videogame?
>>
>>97301326
Make it linear, reduce the overall base damage and health.
+ 2 on a big monster (one size-category larger than normal) in a system with HP numbers that aren't tripple digits would already be a big boon. The next step is 4, then 16 for almost overkill.
This probably works better for wound systems. Video game numbers of health and damage don't really work in TTRPGs.
>>
>>97301326
Depending on how damage works it may or may not be a problem. For example old Silhouette can easily accommodate any damage mods since damage works as Margin of Success x Weapon Modifier. There is little difference between damage 7 and 47 in how hard it is to manage.
>>
>>97283892
Ok folks, dumb basic b*tch question:
What's the best way to calculate stats on sheets?
Something simple, like "If I roll 2D6, what are the odds of getting either 5 or 6 on either of them? And what about 3D6? 4D6?"
Is the best solution to just... use one column for each dice and then copy-paste the numbers 1-6 over and over again? Or is there a more clever way to go?
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>>97303366
Have you considered Anydice?
>>
>>97283892
here's my d100 sci-fa game! we're playtesting in a week or so. i have a party of two: an Arborian Smuggler and a Robot Esper
>>https://files.catbox.moe/ain63w.pdf
the game is focused on high risk battles where you can switch between personal and vehicle scale mid-fight. humans, cat-people, bugmen, cyclopses and space mages are caught in an interstellar cold war. between the three major empires is The Neutral Zone, a series of lawless systems... each one a wretched hive of scum and villainy
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>>97303387
>Have you considered Anydice?
i... haven't, actually. Checking it right now. I can't make head or tail out of their syntax, but I guess I can figure it out
>>
>>97304908
Gets pretty easy with practice, as long as your ideas aren't too complex. If it's too difficult for now if you're using a die system that's been used a lot in games and/or used in popular games (d20+mod, 3d6 roll under, 2d6+mod etc.) you can use Google it followed by "probability" and you'll probably find a dozen reddit threads and assorted RPG forum threads with people who have already broken down the maths. Real good chance the numbers have been run for you.
>>
>>97302653
I could do that, but it would betray my creative vision for a simulationist system. Technically a "hit point" is a superficial wound and i have a seperate system for tracking debilitating wounds, but thats neither here nor there. An elephant can take a hundred stab-wounds from a butterfly knife and live. A particularly lucky or heroic person might even do the same. A normie wont survive six. If i want normies and elephants to behave how they do without compromise then i need some big numbers somewhere

>>97302755
I might be misunderstanding, it seems like you're suggesting that stronger weapons just hit less such that the damage of all weapons is equal. But then, why go through the charade at all? If all weapons are the same just write your character's damage number on the sheet and call it a day?
>>
>>97303366
>If I roll 2D6, what are the odds of getting either 5 or 6 on either of them?
Its the odds of getting 5 or 6 (33%) plus the odds of getting it on the second dice without getting it on the first (66% * 33%)
Thats 2/6 + (4/6 × 2/6) if you prefer fractions

For three dice,
(2/6) + (4/6 * 2/6) + (4/6 * 4/6 * 2/6)
>>
>>97303366
Learn middle school probability theory. Otherwise even if you find something that will give you an answer you won't be able to sanity check it.
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>>97304579
will definitely check later anon. D100 is certainly my cup of tea
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>>97306882
>If all weapons are the same just write your character's damage number on the sheet and call it a day?
No, I'm saying that depending on how you setup your combat resolution having arbitrarily large damage modifiers may not be a problem.

Silhouette does Xd6 (take highest)+Attack Mod vs Yd6 (take highest) + Defense Mod and MoS is then multiplied by weapon damage. Say the result is 7 vs 5 and weapon damage is 17 - you deal 34 damage that is then reduced by armor if any.
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>>97307226
... i see. Im not sure i have the freedom to do that, but ill keep it in mind
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>>97289156
everything is ready to send!
tomorrow, first thing in the morning, I'll be sending the prototype to the contest

I'm quite nervous, I must admit
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>>97310489
good luck and best wishes, anon :)
>>
bump
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I've been trying to figure out rules for my own pet setting for my Mutation Powers system. I have a current ruleset I used for my last game that seemed to work but it was a little too simple and fiat-y.

https://docs.google.com/document/d/12OcZmtwOE4Mj9J2PvEpROoprsTnVmO5U_UsmRLlFIK0/edit?usp=sharing

I'd be okay with changing the rest of the entire system to focus around this core mechanic so I'm not posting the rest of it but I need something that is going for the same idea but has more mechanical complexity and flavor. Right now I feel it's kind of bland and doesn't exactly evoke the kind of feeling in play using your mutation as I think it should. At the same time, I don't want to make it like Mutants and Masterminds and you have to crawl through a lists of power components and assemble your abilities that way. The one idea I had beyond the +/- system laid out is maybe do some sort of Lifepath system with creating your mutation, kind of like playing out the physical and mental metamorphosis, and that determines your abilities a bit.
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>>97310489
ALEA IACTA EST
>>
bump
>>
>be brainstorming RPG ideas
>thinking of worldbuilding and player options is fun
>thinking of rules, GM advice, and probability is boring tedium
>actually sit down to write
>the fun part is workshopping dice mechanics and gameplay loops
>writing lore and feat/equipment lists feels like mind-numbing homework
What a curious phenomenon. I've got all my core rules done, though they'll need a billion edits because I've made everything ridiculously verbose, and now it's the fluff and random tables because it's designed for solo play.

I've developed everything in a vacuum, however. How do you sanity check yourself and make sure you haven't written complete nonsense when you're writing everything yourself?
>>
>>97320768
>How do you sanity check yourself and make sure you haven't written complete nonsense when you're writing everything yourself?
Take a break
Read it again
Rinse and repeat
it's just solve et coagula
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>>97320768
Stress testing. Roll up some benchmark guys and run a gauntlet
>>
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Hullo. Working on a trivia game for my family. Maybe not strictly the most /tg/ think, culturally speaking, but it technically qualifies. It's a bit Mario Party-y in the sense that you're encouraged to mess with other players, you can challenge them for their hats (you need to collect all 6 to win) and you can land on spaces that give you special bonuses (like switching your d6 to a d8 for your next roll, or getting to pick a question category) or penalties (other players control your direction next turn, gotta answer two questions next time, etc). Picrel is a rough prototype of the board we're setting up.

Anyone know of any sites (AI slop is fine as long as it works decent) that can turn this pic into a decent-looking board to print out? I'm also down for ideas for challenges, bonuses and penalties or just feedback in general. Blue spaces are questions (getting it right gives you another roll, up to 3 per turn), purple are hats (clear the question to get a corresponding one), orange are penalties, yellow are teleporters and green are bonuses.
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I made a social deduction game for my friends at parties. It's designed to be played without you having to explain any rules, it's in the best interest of the players to secretly explain the rules to other people and bring them in to the game.

>implying anyone on /tg/ has friends or goes to parties

I'm sure there's some people other there.

https://legacy.drivethrurpg.com/product/551326/CULT-LEADER-Party-Game?src=newest_recent
>>
Working on a crunchy martial arts RPG. Wrote up a combat example and I am not sure if its "too complex" or its just a modern gamer attention deficit problem.

Thoughts?

Uses a tick/speed system kind of like Shadowrun but with a delay in the declare resolve.
>>
>>97322617
>that can turn this pic into a decent-looking board to print out?
Better learn how to use a vector graphics program, if you'll keep designing games it will come handy even for prototyping.
>>
I've made it so a PC's overarching personal motivation (e.g. things like "avenge my mentor") have mechanical effects, but I cannot for the life of me think of a good name for this. "personal motivation" is a little clunky, but I've been using "ultimate goal" so far and it sounds awful. Any suggestions?

>>97326020
Hard to tell how complex it is because it's ultimately a demonstration of what you've already explained. If the rules are clearly written then it probably isn't too hard to follow. Or at least not too much harder, it does seem quite crunchy but that's fine if it's your goal. Though I would use arbitrary character names in your examples. Might be a me thing but I find examples of play to be a lot easier to follow when they're
>Adam rolls Athleticism to make Zariel jump across the gap
instead of
>Player A rolls Athleticism to make Character A jump across the gap
>>
>>97326920
>it does seem quite crunchy but that's fine if it's your goal.
Wuxia Martial Arts semi simulationist. So kinda yes.

Noted about using actual names though.
>>
>>97310489
>>97289156
>File is in owner's trash
uh oh
>>
>>97330023
ups, my mistake... no need to panic
let me link it again
https://drive.google.com/file/d/14swcYXU_wiAvyquoJWdgQE7577K0MWAy/view?usp=drive_link
>>
>>97326020
It's a bit hard to read and has some syntax errors. Quit calling them "PA PB PC" just give the example fighters actual names, e.g. Goofus Gallant and Joey.
The system itself looks like its hot garbage but there's no way to really tell or point out why without the full rules
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>>97326920
Motivation/Drive might work for you.
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>>97289156
Oh that's very cool ! Congrats anon.

In the same vein I submitted some of my games to the BGG board "traditional cards game contest", and one of my submission won the best mechanic category :)
>>
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I had an idea for a lightly-diceless game. As in, its mostly freeform but has a slight bit of crunch.

Essentially, your character gets a set of traits which are called "Feats", always implied to be positive abilities or skills. These have a level. Whenever you encounter a challenge, you must use feats to overcome it that narratively fits. Then, you lose a level of that feat. Challenges also have levels, but will have certain feats that are more effective at beating them, just as a troll being weak to a Fire Magic ability. So it's a resource management game, where you can sometimes over come a tier 3 challenge with a tier two talent if it makes sense, letting you save your other tier 3 ability for later. Does that make sense for a game? Its somewhat contexualized as a story, so characters can only rely on their cool skills or powers limited numbers of times in each session or episode to sort of explain why they run out.
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>>97331836
congratulations to you too, anon!
>>
>>97326020
Format it and lay it out properly. It's currently a wall of text. Remember it needs to be referred to, as quickly as possible.
>>
>>97326020
let's ChatGPT give it a try

>Setup
Player A (PA), Player B (PB), and Player C (PC) each have a total Reflex of 8. No one is using EV. At the start of Phase 1, all three players have 2 available Reflex.

>Phase 1: Declarations
PA declares a Run toward PC. Upon declaring the Run, PA immediately moves half of their Run distance. PB declares a Strong Attack using a Bow. Using a Bow increases the Reflex cost by 2, and because the attack is Strong, PB cannot use Active Defense until the attack resolves. PC declares a Standard Attack, assuming PA will move into range.

>Reflex Tick Resolution
After the first Reflex tick, PA and PC each have 1 remaining Reflex, while PB has none. Because PA and PC are tied, their actions resolve simultaneously. According to the priority chart, movement resolves before attacks.

>Resolution
PA first completes their Run and ends adjacent to PC. PC then resolves the Standard Attack against PA. PA chooses to Parry, spending 1 Reflex to increase their Defense. PC rolls well and generates multiple 6s, gaining Critical Dice, which are spent on Critical Knockback. Damage is rolled normally, after which PA rolls Resistance against the Knockback effect. The result indicates that PA will be knocked back 3 hexes. Knockback does not occur immediately and instead resolves at the end of the Phase.

>End of Phase 1
Before Knockback is applied, PC uses their Tick to Run, moving around behind PB. Knockback is then resolved, pushing PA 3 hexes toward PB. As PA is knocked back into PB’s space, PB may react. PB could Dodge to move out of the way or Block to absorb potential damage. Normally, using an Active Defense would delay PB’s attack by one additional Tick. PB chooses to Dodge, spending 1 Stamina to reduce the Reflex cost to 0, gains a free Walk from the Dodge, and does not delay their attack.

>Phase 2
Phase 2 begins with normal checks. PA and PC are ready to act, while PB’s previously declared attack will resolve on the next Tick.
>>
>>97334764
How do you approach a challenge without a relevant feat or when your level is too low? Do you just automatically fail?
>>
How much work should be presented for sourcebook supplement to be considered worthwhile, and what price point should be recommended? I have been working on two things for a while, but I am not sure if I am doing enough to really make them worth buying. I also am having trouble dealing with burnout when writing.
>>
>>97335778
You can't answer those questions in a vacuum. "Worthwhile" depends on how much it's adding and the price, and the price depends on how much work went into and the price of rival supplements.
>>
>>97335655
Yeah thats a lot better.
I am more of a dot point writer, not so good at long form formatting
>>
>>97335934
yeah, I can say the same
but even if using ChatGPT is usually frowned upon, it's incredibly useful when you need to organize your ideas, or clarify their wording

I wouldn't trust it to decide any creative aspects of my game, thought
>>
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now that I've completed my main project, I can indulge myself with some pet projects
I've talked about it before, but now the first three decks are finished, and I just need to polish the rules... which I think it won't take long
>>
>>97326020
>>97335655
Rewritten using the ChatGPT as insipiration. Also realised I had a mechanical fuck up in the first example anyway.
>>
bump
>>
bump
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I had the chance to gamedev some stuff over the holidays and while I had the days off.
I failed you, /tg/...
>>
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>>97347705
>>
Quick question.
In my game, Strength increases your Health Points and Resistance increases your Willpower Points.
Resistance also contains the ability "Toughness", which allows you to decrease damages (therefore, increases your effective number of Health Points in some circumstances) and Strength contains the ability "Endurance", which should allow you to use Willpower more effectively when performing physical tasks.

Here's the problem:
While rolling Toughness to decrease damage is no problem, I recently switched to using WP as a way to change the result of a dice after rolling (the system is a dice pool. Success are always on a 5-6, but if you spend one WP you can count a 3-4 on one die as a success).
I playtested it and it works per-fect-ly
However, because there's no additional roll when using WP, I don't know how to factor in Endurance anymore.

Any idea how I could make Endurance matter again? Don't overthink it, just give me what's on top of your mind.
So far I've considered:
>Spend one WP to reroll, but using Endurance in the second roll. If you get a margin of success, you can get your WP back
It's great, but Endurance would then be useless at lower levels
>After spending one WP for an action and the action is finished, you can roll Endurance to recover it
Makes sense I guess, but it feels weird.
>Endurance is just a straight bonus to WP, but only useable for physical rolls
Too cumbersome to track
>Nothing. Endurance is just something you can roll after a physical action if you want to extra-effort it, if you can spend more time doing it. It's unrelated to WP.
>>
>>97348819
Do something like forbidden lands where you can use your endurance to push rolls.
Pushing rolls means retrying extra hard but if you fail the negative results are much worse.
Mechanically you reroll the check that you pushed.
So if you could use both the 3-4 success range that you get from WP would work synergistically which is what you want thematically from what i can understand
>>
>>97348819
Ok ok, I think I've got it:
>Spending one WP for a physical action allows you to count 3-4 as a success AND roll endurance on top of that. If you get additional successes on your endurance roll, you can use one to either get your WP back or keep them as more successes.
Hmm... shit but it adds an additional roll, when WP are supposed to be spent a lot in combat. Shit
>>
>>97348919
>Do something like forbidden lands where you can use your endurance to push rolls.
>Pushing rolls means retrying extra hard but if you fail the negative results are much worse.
I really like the sound of that, but I'm not too sure I understand your last sentence, although yeah you got the synergy right.
It's just that part
>So if you could use both the 3-4 success range that you get from WP would work synergistically
which is don't get
>>
>>97348819
>but if you spend one WP you can count a 3-4 on one die as a success
you could make that spending WP lowers the "success range" for each point spent
so, if you spend 1 WP dice with results 4+ would succeed, is you spend 2 WP they would succeed with 3+, and so on
>>
>>97348968
i mean that if you use your endurance to push a roll it would mean that you get another chance to take advantage of your willpower and convert a 3-4 into a success.
So they might not directly interact with one another but using your endurance to push a roll means an extra chance to use your willpower.
For example you make a check that requires at least 2 successes. You roll 4d6 and get 1,2,2,5 and you push the roll for a result of 2,3,3,6. This allows you to use your willpower to turn one of the 3s into a success and succeed on the roll
>>
>>97349080
Ah! Very clever. Indeed, it creates a synergy between the two, but in a different way.
But then why not push the roll with endurance every single time you do a check?
If we take your example:
>Climbing check, requiers two successes
>You roll 4D6 and get 1,2,2,5
>That's 1 success. You decide to push
>Roll 4D6 for endurance and get 2,3,3,6
>You get a second success
>That's enough to succeed without spending WP.
Pushing via endurance has no downside. Am I missing something?
>>
>>97348994
The WP system works perfectly by itself. I've tested it in play and it's great, it gives exactly the kind of tension and dynamic I was hoping for.
The game involves a lot of exploration. Having a system where you can either outright succeed, or need to spend ressources in order to succeed, means that even minor obstacles or setbacks can matter in the long run. You get situations where
>Taking a risky shortcut is a gamble, but can be worth the risk
>Going from point A to B never feels like a loading screen, it's a potentially taxing endeavour that players don't do lightly
>Players get more and more careful as the trip goes on and they run out of spare willpower
I've done my fair share of hiking and that's exactly how it feels. Exactly what I was trying to represent
>>
>>97352531
Obviously you are going to put a restriction on how many times one can push a roll per session, tied to the endurance number. You can also restrict it to physical tasks.
Additionally if you fail a pushed roll then you suffered much greater negative consequences so there is always a greater risk involved.
>>
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trying to think of how to best call this 6th stat

I thought to make it Intuition, but I hate how similar the word itself looks to Intellect. What would be a good word here?

It needs to be something related to empathy and intuition, understating people, getting intuitive reads of places and situations. It's gonna be the primary casting stat for healers
>>
>>97354371
just call it Empathy?
>>
>>97354371
>>97354386
seconding Empathy
>>
>>97354386
I thought about it, but I'd like for it to also apply when getting a read on places and objects. Not sure Empathy makes sense as a word for that.

Feeling, sensation... Something, something...
>>
>>97354386
>>97354402

Oh, how does Insight sound? A bit close to intellect letter wise, but I think it's identifiable enough.
>>
>>97354416
Insight sounds fine to me. Intuition is good as well if you wanna go with something in the same vain.
I would have personally gone with Wits
>>
>>97354371
Intuition is fine, honestly. It's pretty spot on what you are trying to convey.
>>
bump
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>>97354371
Wits? Cunning? Craftiness? Judgment? Insight?

You could also rename Intellect to something like Enlightenment, Psyche, Erudition, Learning, Reasoning, Logic, Insight, Mental Acuity, or Mentality, in order to differentiate it from Intuition.
>>
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Inversion RPG Beta 3 launched this month. This reworks the off world ancestry to be more customizable, and fixes some minor issues playtest brought up.

Also it adds the initial sketches for each ancestry to the document. I initially planned to include the overland travel rework in this update, but players wanted the art in now.

Still can't post files so have some Colossus art.
>>
I could use some help in writing up a mechanic properly. This is an extended skill check mechanic for a system I am working on. The actual mechanical description is written terribly and it relies on the example for an actual explanation.

Any suggestions on how to word it out as a mechanic without the example?
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>>97366815
I tried.
EXTENDED CHECKS
An extended skill check consists of a [NUMBER of STEPS], a [CHECK DIFFICULTY] and a [CHECK DURATION], all of which can vary.
[CHECK DURATION] is uninterrupted and undivided time spent on your project, it can range from 10 minutes to 12 hours to a month of working time.
[CHECK DIFFICULTY] represents how hard the steps of your project are, taking skill into account. Refer to the chart provided.
[NUMBER of STEPS] represent how much work a project requires, there is always at least 3, without an upper limit..
To attempt work on a project a PC must spend time equal to the project's [CHECK DURATION], then then make a relevant skill test vs. the project's [CHECK DIFFICULTY] and mark [PROGRESS].
A project is completed when a PC's [PROGRESS] exceeds a project's [NUMBER of STEPS].
>>
Currently toying with the idea of a low fantasy RPG set in the Wild West. The main premise would be a Luck mechanic; Every character has somewhere between 10-20 HP and about up to 50 Luck, most shots from a revolver up close can one shot a character's HP but the damage first goes to Luck. Luck can also be used to add or subtract from rolls, it is a finite resources that can only be replaced during down time (Don't have a clear idea about how yet, I have been toying with having to win a hand of poker or just get drunk).
Thoughts?
>>
I give up.
>>
Any examples of tabletop wargames with good character vs character combat?

Im adapting a setting where its very much pulp heroes being badass and doing a tabletop version of it. I want hero vs hero or hero vs squad to matter. Just looking for inspo. Thank you everyone.
>>
>>97368672
I think having something as "evanescent" (or whatever you want to call it) as Luck be turned into basically armor is a bit of a waste thematically. Maybe some sort of karma system where when you use luck points, any cricitcal fail hits even harder ?
Something with a "push your luck" aspect, the more you push back negative effect using luck, the harder it bites you in the ass later at the worst possible time.
I like the idea of integrating poker hands or getting drunk to regain Luck, that's fun !
Also, maybe think of doing something with the fact that there are 6 bullets in a revolver and 6 sides on a D6 ? A russian roulette mechanic ?

>>97370854
I have created a game that is only 1v1 combat using handmade zines as your battle moves, where each opponent action is revealed simultaneously. Maybe it could be adapted in a tabletop format with fig and such.
https://docs.google.com/document/d/1x5R6_JlljTJqX63ZDYx-bjOq2vA8mt_vq3WJEgI7Yyg/edit?tab=t.cfwf52us8g7s#heading=h.7yiwdeagxie2

Do you guys know of any indie game publishers that would be the next step after printing 10x copies of your game and sharing it with friends ? I'm looking for the equivalent of underground DIY music label that do runs of 100 tapes of CDr but for /tg/ stuff.
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>>97354371
I came up with acuity for a game project of mine and I think it could fit here.
>>
>>97354371
Resolve


Hopefully my physical copies of Prim arrive next week. Apparently the binding was done last night and they should be ready to ship today.
Im stuck doing a ton of work, but hopefully in a few weeks Ill have enough free time to work on supplements.
>>
>>97368538
Thats great thanks.

On that note, thoughts on it as a mechanic?
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>>97372011
>On that note, thoughts on it as a mechanic?
I honestly wish more systems had extended test by default.
Standard task resolution, extended tests and a teamwork mechanic seem like they should be foundational.
>>
>>97374626
>Standard Task
Basic roll dice, add modifier, compare to TN

>Extended tests
You saw it here, its the standard but with expanded resolution stuff

>Teamwork
Nothing major at the moment. Just bonuses on whoever has the best roll. Nothing hard mechanically. Mostly for fighting against mobs.
>>
So am I the only one here who does his own art? Or do most of you guys do your own or otherwise just not bother? Given some of the Species I have on offer, I feel the need to have some representation of them in visual form since some of them are a bit odd.
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>>97376489
i have shitty art skills, so my book has no art so far.. i'm illustrating the world with minis for my players, but idk what i'd do if i wanted to release anything lmao
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Hey guys the system I'm running does not give any kind of hit bonus or anything for stealth, and I'm not sure that that omission is a rule in itself because it's incredibly sparsely written to the point of being unclear in many different places, not just here. The system is called Five Torches Deep. anyflip dot com slash oynzm slash goyb
I'm now stuck somewhere between nothing, the OSR sources where attacking from stealth gives +4 to hit, or 5e where attacking from stealth gives advantage. What do I do? What works?
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>>97381978
I'm not sure what "attacking from stealth" is even supposed to be. In my common sense, wouldn't this be an ambush? Meaning that players might either resolve it without entering the combat subsystem at all, or enter with a full free turn where the enemy can't react, or something like that. Is this supposed to be some kind of "pass a skill check, then move and attack for some bonus" kind of deal? If so, it needs to be at least stronger than just attacking for both actions at bare minimum. I personally dislike this second scenario for various reasons, so I'd advise doing some serious spitballing with a friend or a stuffed animal where you just speak out loud and try to explain what you want and why. Usually this lets you come to some kind of conclusion or realization.
>>
>>97381978
i would personally avoid using advantage/disadvantage. it's very coded in 5e vernacular
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>>97381978
Just give the +4 anon. Mathematically it is very close to advantage but flat bonus feel better and are simpler/faster.
Also avoid bringing 5e-isms to your games if possible, even if they are nsr and tangentially inspired by 5e.
It just sets a bad precedent.
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is this too much to keep track of for ~12-15 units per side
>>
Have a slightly weird problem. My game is about a bunch of wandering ronin thematically (not literal feudal japan ronin, but nomadic warriors that fit the same archetype) and I have a clash between intended gameplay and the mechanics: the players automatically get bonuses when using their weapons for a roll, but I don't want the game to be combat focused. Without the bonus it feels thematically strange that they're mechanically "bad" at using their weapon, but games become what their mechanics are and with the bonus suddenly violence becomes your best bet for a lot of problems.

I've considered saying
>you get a bonus to using The Warrior's signature tool, which could be a weapon, shield, piece of armour, or anything else
But I'm honestly having a real hard time of thinking about what people would realistically pick instead of weapons. Even if your PC put down the sword for the lute or a paintbrush it's hard to find opportunities to leverage something like that compared to a blade.

>>97381978
>>97382505
>>97382174
I'm going to go across the grain and suggest the opposite. If your system is blatantly d20/OSR the comparisons to 5e will exist for anyone who picks it up. There's nothing inherently wrong with "Roll twice and take the better result", which 5e didn't invent, players like rolling extra dice, and any speed difference with +flat mods will be completely negligible.

Not saying advantage/disadvantage good and everything else bad, though. It depends on the rest of the system. It's a bit silly to introduce advantage here if all over bonuses are +2 or whatever, be consistent with it. Do you want bonuses to stack? Do you use flat numbers for bonuses or penalties elsewhere? Do you want more consistency in outcomes? Do you care about granularity? There's a ton of reasons not to use it, but if you really like it don't be allergic to it
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>>97384995
anon, wandering warriors will choose violence as their first way to solve problems. this is the thematically correct way to look at it, mechanical bonuses or not.
You apparently want a game about wanderers who can fight and defend themselves but it's not their desired mode of solving problems.
So ryutama or the like, playing a wandering merchant or a craftsman who can defend themselves.
If you want people to not choose violence instantly the best way to regulate behaviour is experience. If you give more exp for non violent solutions they will gravitate towards those for meta reasons if anything. Or make situations that aren't best solved with violence the bread and butter of the game. Or give a similar bonus to other things outside of combat so they have an incentive to use said thing instead of constantly fighting
>>
>>97371541
Not a publisher per say, But if all you are looking for is printed material (rather than someone to sell them for you) I remember seeing a few online publishers that can cheaply print presized small books. Look for local family owned print shops too. Somewhere where you can actually talk to someone and they want your money.
>>
>>97385154
>it's not their desired mode of solving problems.
I honestly don't mind if they desire it or resort to it first, I just want it so that when they use violence it's
>I'm doing this because it's what my character would do or it seems like a good idea
and not
>I'm doing this because violence gives me the higher rolling number
but I think
>make situations that aren't best solved with violence the bread and butter of the game. Or give a similar bonus to other things outside of combat
Are my best options. The former should be fine because it's a game about getting tangled in the local affairs of wherever you end up at, and with the latter skills are freeform and give an equivalent bonus to the one you get from your weapon, but they can stack in theory so if you really wanted you could give yourself a combat background and stack it with the weapon bonus, but I suppose that's balanced by the fact you're specialising and giving up potential versatility elsewhere.
>>
>>97384731
>Mathematically it is very close to advantage
Damn, you're right. I guess it's a clear case then.
>>
>>97337136
this is proving much more difficult of what I thought
testing the game further, I've come to a sad and worrisome realization
>COMBAT IS FUCKING BORING

it basically boils down to:
>pay to attack
>the attacker rolls dice equal to its Strength
>the defender rolls dice eqaul to its Strength
>5-6 cancels are successes
>successes cancel other successes
>uncancelled successes turn into damage

most of the time, a player attacks so nothing happens
essentially wasting a turn


how would you solve this?
>>
>>97284925
>>97301326
>>97322617
>>97354371
>>97364786
Post the links to your games
>>
bump
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>>97387019
Oh whoops, honestly thought I had.

https://gabyno.itch.io/inversion-rpg

Have some more art for the game.
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>>97390132
holy shit
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here's the materials from my RPG, ready to playtest on the weekend. it was supposed to be this weekend but i got delayed, took the time to go over the rules and sheets though. what do you think?

>Rulebook
https://files.catbox.moe/pnawpj.pdf
>Character Sheet
https://files.catbox.moe/agvb8s.pdf
>Vehicle Sheet
https://files.catbox.moe/23s6qu.pdf

and attached is the start of the hexmap for space travel. right now it just has empire borders, the capital systems and the star systems that'll be part of the campaign. i'll be adding more systems and hazards, and expanding the map as i go.
>>
My shonen martial arts system has hit that "I need feedback" stagnation point again.
Not after whether you think its good or bad. I am looking for feedback on whats missing, whats unclear, what need more explanation or rewording, that sort of thing. Also any ideas for it would be good too.
It also needs balancing that needs actual playtesting.

https://homebrewery.naturalcrit.com/share/HJFiY9T8g
>>
>>97390132
The art looks great, it's easily the best thing about the game, and it's nice to see a fantasy game that at least tries to make the races different.

>500 pages
>rules are on a random page in the middle instead of at the start

This would be a nightmare to actually reference during play. Maybe fix the layout and move the rules to the start before you add more art.
>>
>>97390132
I remember your project when you started some years ago anon.
Good to see you finally completed it
>>
What software is everyone using for layout? InDesign?
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>>97392678
i just did all my shit straight into libreoffice
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>>97386873
>would you solve this?
You need to fundamentally change how successes work. Having "nothing" happens as a result is undesirable, having it be the most common result is painful. At the very least if you don't want to change things up too much set a minimum damage threshold. Something like
>If you roll at least 1 success you always deal at least 1 point of damage, regardless of how well the opposing side rolls
But really you don't want to keep making each side roll roughly equivalent pools with a high success threshold, I don't think there's a way to have that which doesn't involve constant ties
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>>97392669
Still not done. I need to create all the monsters to fill out the threats, and I'm hoping to get it physically published once everything is done.

>>97392678
Affinity Publisher V2. However V3 is completely free and has all the same features so just use that one.
>>
>>97386873
Combat subsystems are generally boring.
>sudden increase in granularity
>often has twice as many rules as the rest of the game combined
>takes a long time to resolve compared to every other action
>individual player actions take a long time to resolve, other players are left doing nothing for long periods of time
>>
>>97394477
if a system has basic boring combat then i am bored of it after 3-4 sessions.
It really depends on priorities
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>>97394628
I hear your stated opinion.
>>
>combat
>that is quick to resolve without unnecessary math
>but with plenty of meaningful choices
The holy grail of game design.
>>
>>97394682
Impossible without significant abstraction and GM rulings.
>>
>>97392625
>>rules are on a random page in the middle instead of at the start
NTA but character creation into core rules is extremely standard rule layout. It's probably indexed and the core rules are 7 pages long, this is a non-issue.
>>
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>>97392678
Scribus, I wouldn't recommend it but its also free and open source.
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>>97354371
I have similar unimportant dillemas all the time. Thesaurus is your friend anon:
https://www.thesaurus.com/browse/intuition
Hunch?
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>>97394682
How do you define quick to resolve?
Is 1d20 + Mod vs. Target AC quick and without unnecessary maths for example?
And meaningful choice would be describing your character's action in the moment of roleplay, so I always assumed when roleplaying that there is meaningful choice at all times. Unless you are playing some weird anti game with a list of 'moves' or prescribed 'actions.' All in all it seems very feasible to accomplish with minimal game design effort.
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>>97398683
>Is 1d20 + Mod vs. Target AC quick and without unnecessary maths for example?
The individual roll is quick to resolve. You could make all of combat roll 1d20+mod if you beat the target you win the fight, or you could make it so you're making dozens of attacks in a game designed to make you miss half the time and deal 2 damage on hit vs 200 hp.
>And meaningful choice would be describing your character's action in the moment of roleplay, s
The choice is what action you're choosing to do, not how you describe it. If
>I move behind him and aim for his head using my hilt
and
>I attack him head on, hoping to slice his chest open with my blade
have actual mechanical differences in how they're resolved and/or what they do on a hit, and both are at least somewhat reasonable options (ie worth doing with pros + cons) there's a meaningful choice. If both are actually the exact same action with the exact same effects but with different dressing you don't really have a choice. If attacking with your hilt inflicts a -10 hit penalty, deals -5 damage, and has a chance to make you drop your weapon on failure then you would never actually choose so the choice isn't meaningful.

In narrative games these could be very, very different actions with the exact same resolution, but that relies on GMs personally ajudicating the outcome of every action which some don't consider a real choice for the player (I'm fine with it, personally).

You can also add crunch but create no meaningful options. In some games there'll be elaborate rules for doing stunts, attempting unconvential actions, performing maneuvers, etc. But if they all have really high DCs or are too complex or provide no real advantage over saying "I attack again" no one's ever going to use them.
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>>97283892
My physical copies of Primrose arrived today and by Wednesday they'll all be off to their new homes. Had to deal with some tariff bullshit at the post office since Im Australia based but otherwise most of my sales are locals who are coming around to hang out and pick up a copy at a meet and greet.

Having a lot of people enthusiastic about my game has been quite jarring since the game has always been only been known by my small local group. I ended up ordering about 12 copies and sold out, but theres already quite a few people who have been interested in a second run. I figured id write them all a thank you letter and finish it off with a wax seal as a show of gratitude too. Kinda weird being at the end of the road in all honesty.
>>
>>97386873

I think I mentioned this in a previous thread to the Disturbia anon, but I think "Active Abilities" on cards is the way to go, so you have an incentive for not using your successes to cancel the opponents successes/deal damage that resolves before the damage occurs.

So something like "Spend 2 Successes: Give all allied units 1 free success for the rest of this turn," so you're trading damage in one situation for different bonus. Sure, you then risk this unit being killed or maybe not securing the objective it is targeting, but it could give you an edge somewhere else more important.
>>
>>97402175

While the new cover looks nice, I must admit I am fonder of the original cover. It felt like a dusty told time you'd find in an abbey library. If the game is becomes a huge hit, maybe you could make the old a collector's edition version.
>>
bump
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>>97386873
here's a new idea I had
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I've been developing a trpg system+setting for the past eight plus years, I have the core rules fully completed at this point and over 365 pieces of mostly black and white hand drawn art, from full page pieces to doodles to fill margins.
My plan is to essentially release the rules for free/paywhatuwant, then release monthly 'setting zine' style products for a low price (couple quid/dollarydoos).
It's a sword and sorcery setting in a transitional late bronze age style period, the game is essentially an OSR-adjacent take on D&D. A heartbreaker. It's a heartbreaker, of course it is. I will follow this plan probably until I die or suffer some kind of spiritual breakdown and cannot continue.
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>>97407141
Post rules
>>
bump
>>
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>>97283892
Desperately trying to finalize a proof of concept pdf for my RPG system. The short of it is a system that plays like Genesys but uses standard dice instead of proprietary dice.
>>
What should I call my pirate game? It's a historical pax like game about privateering in the Caribbean.
>>
>>97415627
can you give us more details?
how does it play?
>>
>>97415873
It's a 2-6 player game about exploring, plifering, and making alliances with the French, English, or Spanish in the Caribbean.

The point of the game is to control two dominance cards, one for having the most influence with any faction, and one for controlling Port Royal, the starting space in the game. Players are also dealt one secret dominance card that is unique to them.

The rest of the game is mostly focused around a deck of multi use cards, and players each get one action a round (move, attack, play cards, draw cards, build faction ships, or stake a claim), plus a bonus action granted to them by the faction they are allied with (the same actions, you just get to take whichever one is on the card in your loyalty space.

Like I said, the cards are multi-use and sort of do a lot. Every card has a faction it's allied with, and a bonus action symbol at the top of the card. Each card also has a cost of 1-3. On the back of the card this faction and cost is shown, but as an island, and players will build the map as they explore out from the center space, which will populate the map with that many units of that faction.

Cards also are either crew members, ship titles, or raid cards, and these can be played into your tableau to upgrade you, and every card you have in your tableau gives additional loyalty to the faction you're allied with (so if you're allied with France and have 2 french cards in your tableau, you have 3 french loyalty) and that lets you do things like build more french ships or move french ships when you move or use french ships when attacking other players/factions.

The last things cards do is they have symbols on them to claim treasures/bounties which are how they score their personal dominance cards.

Players regularly make and break alliances with the different factions, and players can't attack allied players, but can influence their cards.
>>
>>97417540
cont.
Generally speaking players will travel out, making a map and building up their own little crew, trying to score card bounties, or trying to help one of the factions dominate the map.

There's a market of cards and players can also use ships they've destroyed to impact opponent's loyalty.

The whole game is 80 unique cards, a player pawn (I 3d printed pirate ships) and 6 player flag tokens, and plays ~20 minutes per player. It can be super aggressive and fighty, it can be a laid back seafaring adventure game.

It gets crazy with 6 players.
>>
>>97415627
Booty Quest.
>>
>>97417540
Pirate Borg
>>
>>97417540
Sounds dope, Pax Hispanica always seemed slightly off the mark for some reason. Maybe it's because the cards are actually readable.
Recently I was musing of a Porfiriana card only set in space with the idea of non-fixed factions, but I got sidetracked at the silly idea of 'if PAX can be a card game, surely an 18XX game could too'
>>
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>>97419004
Thanks. Here's a sample of cards.

Top Left: The Port Royal dominance card
Center Left: France Dominance card
Bottom Left: The Port Royal map card (everyone puts their ship on this to start and makes the map.
Top Center and Top Right: These are prototype "destiny" cards, these are a list of bounties you're trying to accomplish.
Center Center: This is what most of the cards look like. You slot this card under your player reference sideways to show who you are loyal to and your bonus action. This one has a bonus action of drawing cards and it's tied to the English.
Center Bottom: This is the Center Center's back. As people play the game they will expand out from Port Royal, and these cards make up the map. The number is used for domination, and determining how many ships start on the card. All cards' value on the back corresponds to the cost to play the card into your tableau, so as you build the map, certain cards are leaving the game.
Right Center & Right Bottom: This is a Spanish card, with a bonus attack action. If you notice the bottom of the card is a different color, and depicts something different. Green cards are static effects (not shown here), purple cards are one shot effects (the english card gives you two free ships in your supply) and the red cards are upgrades where instead of a normal action you can do the top action, then the bottom action, giving you access to more actions as the game goes on.

The bottom of every card is a bounty corresponding to two characteristics. Players remove a flag token from the corresponding thing to claim the bounty (which is then used to score the destiny.

I have a rulebook but it's old and needs reworked, and with kids, it's a slow moving project.
>>
>>97392678
I haven't made anything yet but it'd be Scribus and/or Inkscape.
>>97397910
My brother in FOSS.
>>
>>97406809
I think I'll go with this option, yes

There's also the matter of the winning condition
Disturbia originally used an Objective-based victory condition: players created and claimed Objectives to gain Hold, and a player lost when their Hold dropped below zero. This model proved structurally fragile because Objectives were optional; if neither player created them, the victory condition could simply fail to occur. Winning depended on a constructed game state rather than on actions that players were guaranteed to take during play.

To fix this, the design shifted focus from territory to inevitability. Advancing Minions and engaging in combat are unavoidable parts of the game, so the victory condition was rebuilt around Morale, representing confidence and command. Morale is gained by advancing Minions and lost when Minions in play are destroyed, with losses scaled by Rank to reflect the collapse of authority rather than raw casualties. This reframed victory as organizational breakdown, but introduced a new problem: if a player had no valid targets, combat—and therefore Morale loss—could stall.

The final system resolves this by allowing Minions to attack the opposing player directly when no other targets exist, dealing Rank-based Morale damage, but at the cost of overextension. Such Minions become deployed: they are temporarily vulnerable, and are discarded at the start of their controller’s next turn unless destroyed first, giving the opponent a window to retaliate and inflict Morale loss in return. The result is a Morale-based victory condition that emerges naturally from core actions, cannot stall, and avoids snowballing by tying every source of pressure to meaningful risk.


yeah... I think I'll go with this
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>>97402175
Congratulations anon, that's awesome!
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>>97402175
congratulations!
I hope my future is as bright as yours, anon
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>>97391920
working on some empire insignias/logos :)
The Galactic Federation, The Hegemony of Planets, and Allied Systems Inc., from top to bottom.
>>
>>97392678
Word for the rulebook
PowerPoint for the cards
>>
bump!
>>
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I fugging LOVE the way Unknown Armies represents magic. What they call "Adepts".
Basically: characters who gets completely obsessed by something to the point where they can bend reality over it.
I love that you build magical energy charges by indulging in the obsession.
I love that you can lose your magical energy if you infringe a taboo related to this obsession.
I love that the types of spells you can cast are related to this obsession.
To the point where I finally accepted to outright steal that concept for my own game.
Now here's the problem:
1- My setting is completely different. It's planet opera. Pop-culture obsessions won't translate there.
2- Just straight copy-pasting would be bad taste, I guess
So I'm trying to find different obsessions for my game, but so far nothing good.
I had the idea of having a magic practice around hiking, another one around probabilities. Crystals is a classic and could work, too, I guess.
The brilliance of UA's adepts makes everything feels dull in comparison. I would be interested if some of you folks had ideas.
Hey, here's a start: What comes to your mind when hearing the term "neo-alchemy", in a scifi context?
>>
>>97427657
>haracters who gets completely obsessed by something to the point where they can bend reality
basically
autism give you super powers? is that what it is?

>What comes to your mind when hearing the term "neo-alchemy", in a scifi context?
if we consider alchemy as the art of transmutation of matter, you could use a more metaphysical or metaphorical approach
extreme body modifications, turning your own body into other substances...
or transmuting ignorance and void into knowledge and substance
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>>97412093
Weekend snow storm plans, get this booklet all cleaned up and good to post
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>>97428009
>autism give you super powers?
A lot of Adept schools actually kind of mirror mental disorders, but not just variations of autism.
Like, for example Dispomancers get magical charges by getting drunk and have "getting sober" as a taboo. They are obvious alcoholic magicians.
Bibliomancers get magical charges by hoarding books and have "lose, give away or sell one of my book" as a taboo. They are hoarders of some sort.
Videomancers are obsessed by a TV series, building magical charges by seeing new episodes and have "missing an episode" as taboo. These may be some types of autists?
But yeah, that's what's fantastic about this game. The different types of adepts really feel like real-life obsessions and the way it warps your perception of reality.
>>
>>97428735
yeah boyyyyyyyyy

schizo though: these kaptchas are IQ tests to train AI on real logic.
>>
bump.
>>
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What even makes an amateur anymore?
After/Life is a game where you play as ghosts trying to solve unfinished business from their lives.
Features a unique random scene mechanic meant to simulate the dreamlike nature of death.
Use your ghostly power to haunt mortals.
Write your own win condition and work to achieve your goals and pass beyond the material world before you go insane.
pay what you want

https://www.drivethrurpg.com/en/product/551852/after-life
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>>97433605
Hey! You finally shilled your AI slop in an appropriate thread, at least.
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>>97433610
don't worry, I'll make another thread when the print version drops, also the final version doens't have ai illustration
oh my god fuck this capcha
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>>97433662
Go for it, my guy. Anyone who downloads AI trash deserves it.
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>>97433670
going ai-free might be a bad choice, I get so many bumps from the luddites hating on it
we'll see
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>>97433681
Lol is that your new tactic?
>W-w-well you can't expect me to write all those words myself!
>Luddite!
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>>97433734
my other books still have ai pictures if you miss it
they're all free btw
https://www.drivethrurpg.com/en/publisher/16792/spaceroadie
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>>97433754
I'm sure they are, phil. I'm good off your ai slop bud.
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Ok, in my game you can choose a general impression your character is giving. It can be advantageous, disadvantageous, or a bit of both.
Here's my current list of advantageous impressions:
>Cute
Opponents will hesitate to harm you and tend not to consider you as a threat. Allies will tend to try to save you first
>Scary
>Intimidating/Impressive
>Inspiring
Your allies will follow your lead more easily
>Reassuring
Bring a sense of security to allies and peace to opponents
>Charming
Both allies and opponents will tend to give/allow you stuff they shouldn't. Will also be more willing to have you in their bed

Is there any obvious positive presence I'm missing?
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>>97435606
I think scary and intimidating should like lower the moral of enemies
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Working on a grapple mechanic for a tick based martial arts system.
Anyone got a system they like the grappling in where characters have variable actions? I could use the inspiration.
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>>97437724
check out exalted. You could probably use it as a baseline even if i dislike it's implementation.
The reason why all people think grappling is bad in rpgs and why it usually is, is the separation of the grab from any grappling action like it's a modern mma fight.
In a battle with weapons a grapple would immediately transition to a trip, a push or a slam that knocks the target prone, or to position and make them vulnerable to a stabbing etc. They wouldn't sit there locked in a cinch for a minute or two completely vulnerable to anyone nearby.
Systems that separate grappling into 5 different actions that all take a milenia to execute re
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>>97437900
My preferred approach is the one in L5R 4e

Essentially, contested roll for control on your turn. If fail, lose turn. If succeed, take one action including free unarmed damage or throw to the ground.
Being swarmed in a grapple is beneficial and detrimental. You are rolling against more, but they are also rolling against more on their turn.

Its characters having different amounts of actions in a turn that makes it concerning to take this approach though
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>>97437415
Yeah, don't worry. I didn't spell out what scary or intimidating meant, because it seemed pretty obvious.
>>97435606
I'm not aiming for an exhaustive list either, just broad categories. I'm wondering if there's anything I overlooked.
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bump
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Have been trying to upload a pdf. Not working. Anything I should know about size, format, layout? I'm not seeing anything online that gives any hints.
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>>97444126
they don't let you upload pdfs anymore. do what i (>>97391920) did and use catbox
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>>97444176
Woo! Thank you.

I've been sitting on these for the last two months and just not sure they do the job. I don't expect anyone to test it out, let alone play it, but if anyone does give it a read, can they provide any feedback?

It's a single player narrative wargame I'm making for an eventual birthday present for a friend. Basically, Transformers meets WW2. I've included the rules for the wargaming part, but the wider campaign - generating new characters, building bases, linked and story missions - are all missing from this. First, I need to make sure I have a workable wargame.

Rule file is here: https://files.catbox.moe/4z3z65.pdf

Don't mind the name. it will change. I included some character standees that should be in the scale used in these rules.
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How do you manage "research rolls" in a scifi setting, where (presumably) "futuristic Duckduckgo" and "futuristic LLMs" exists?
Here's the solution I found for my game
>The game uses a straightforward dice pool mechanism, where the higher the skill, the more dice you roll.
>On a research roll, the character always runs a number of dice equal to his "Research" skill
>Succeeding requiers X number of successes. The more obscure the reference, the higher the number of successes
>What research material the character has access to, acts as a multiplier for the number of successes obtained. x1 if searching from memory, x2 from a paper library, x4 from [scifi universal knowledge repository + search engine]
This way, a particularly skilled researcher may be able to find an information from memory alone and his skill will still matter if he has access to supercomputers or whatever.

Comes to think of it, maybe I should add a negative dice pool (my system already has this mechanism for other stuff) which, if it scores more failures than the character rolled success, means the research ends and the information isn't found. This way even with tools, you still need skills to succeed at the harder research rolls.

I'm wondering if searching around for additional pieces of informations to help with the research should be treated as "allowing for a reroll" or just "adding a bonus to the dice pool"?
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>>97446401
I guess I could also differentiate “searching for an information” and “trying to figure out something by analysing it” by making the former a single roll (where the source of information can act as a multiplier), while the latter cannot receive multipliers, but can be rolled multiple times over time.
Not too sure how search engines should influence the rolls when breaking new grounds in research
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Anybody here uses Tabletop Simulator for playtesting and such?
Any good tutorials out there?
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>>97446401
you need to know what you're looking for. that's half the difficulty about researching in any field. So it can still be influenced by the skill naturally.
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bump
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I've been fooling with making a TCG lately.

The system feels fun. However, I am also aware that I'm making a fucking TCG. Do I press on and chase this dragon to its conclusion or quit before inviting my friends to play?
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Making a random table for "Spiritual Curses" in a wuxia type setting and could use some ideas.
Mostly back story type stuff but could theoretically be applied during a game.

Stuff like Vampirism, lost memories, soul bonding, unable to attack certain people, contract with other worlders, Chi leech, obvious aura footprint, demonic half breed/tainted soul, aura always at full force, .
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thoughts on these rules for injuries and dismemberment?
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>>97354371
Imagination/Prospection - While intellect focuses on the reality of things, prospection focuses on how things could change.

Sensitivity - just a simple, to the point word for understanding, reading the room, reading emotions

depending on what you’re going for.
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>>97457619
good enough. look at necromunda’s lasting injury table if you want more inspiration but this looks fine
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>>97454012
>animals can always sense your aura and find it repulsive
>you can't use your cool enhanced chi powers against X (women, people from a certain bloodline, the elderly, etc.)
>Your powers are destined to skip a generation so your children will never inherit them
>share your power with someone, so when you get more powerful they do too
>you share your aura signature with someone, so people who can read auras "see" you two as identical
>power waxes and wanes with lunar cycle
>enter an uncontrollable rage/bloodlust under a certain condition (time of the month, spilling blood, when severely injured, etc.)
>constantly flooded with memories that are not your own
All I've got currently
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>>97458558
https://thebedrockblog.blogspot.com/2024/04/wuxia-sandbox-fiasco-tables-and-sect.html

i can't directly help you but this is one wuxia related blog that i know that has a lot of stuff you could probably mine for inspiration



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