The last thread hit bump limit. Let's make this a good one. So what are you working on?>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 postIdeas 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)
>>97583030I love and hate that image.
Oh my god we're so backI will finish my game this mo->six day work week
I'm perpetually getting hung up on which order rules should be presented in, because there's a lot of interdependence between them. Health and armor systems, combat mechanics, gear and weapon stats- they all kind of rely on each other where understanding one of them requires understanding all of them. I settled on having a broad strokes general chapter which gives a brief summary of everything, and then subsequent chapters are dedicated to individual topics in more detail, but it never quite feels intuitive.
>>97583030This image is too loud.
>>97583030>Making game loop for mechanics but needing mechanics for game loop so you make mechanics but then have a game loop still so you make the game loop but then the game loop needs better mechanics clarificationIm just doing cyborg thermal management mechanics tooBut maybe trying to make a system for modular bodyplans to handle aliens and more was a bit ambitious, but if I was less ambitious I could just adopt Mothership.Also it's hard as fuck to find playtesters for some reason.
4pax guy, most recent playtest with new players went very well, honestly, probably too well to be honest. There were some issues with the lack of a reference, but the game is really taking its shape, and The economy of the game is really coming together. The rulebook is a mess because of a theme change but I'm in a really good place with the game.
What's the best type of shape grid? I'm not opposed to hexes but I dislike how moving side to side such as this example is compromised and you have to zigzag instead of moving in a straight line
>>97587336I liked the point to point movement used by Battletroops. It's kind of an illusion though, it's still pretty close to a hex grid with the grid lines turned to maximum transparency. But you can cluster the points near cover and windows to create higher traffic zones.
Is gridless with ruler measurements used to track movement worth it or no?
>>97587544Isn't that like... 90%+ of all wargames?
>>97583030One mostly ready to test game: Mech wargame that was primarily written to explore the concept of pseudo-simultaneous turns.One maybe halfway ready game: A combined arms wargame focusing on abstracting combats to focus just on earned advantages rather than stat checks.I'm fairly demoralized right now though, I don't have as much playtesting access as I used to and people just don't really care about homebrew.
>>97583030I'm trying to bash together delta greens dice mechanics and forbidden lands. Basically roll under, but high skill based d100 with a hex crawl bolted to it. Basically trying to make my own broken empires because it takes so long. I like the simple way forbidden lands uses stronghold and pushed dice and the travel system.Let's just say it has gotten convoluted as all hell..Currently ripping of the witcher pprpg's alchemy and homebrewing potions and alchemy ingredients for different biomes.
>>97583322I have read a lot of rules books and have some opinions on this.1. PC creation 2. How to make checks and skills3. Modifiers and status effects3. How non-combat turns work4. Combat4a. turns4b. movement4c. attacks4d. other actions4e. cover and other misc4f. damage and death5. Spells or other special actions.
Probably not the best place to ask but does anyone know what happened to the person making W.E.T. ?
>>97583030I always feel like I mix up mechanics or stats in my mind when I try to directly make a stat block from the specifc RPG's mechanics and termonology. So I am trying to first plan out a character entirely in Qualitative words first before transfering it to a more quantitative form. I found it was much easier to keep the idea of the character in mind this way.This being a very balanced cleric kind of character that focuses more on buffs and information gathering rather than healing. Acting like a squire to a knight as a primarily support entity telling them where to attack and what to look out for.
>>97589937So basically the guy in the back of the image here, but with some slight magical nonsense.
>>97589235Never mind, I think I know why. Semi-related: I wonder when the next CATastrophe thread on this board will be.
>>97587336Prefer hex to square. Horizontal movement on a hex grid isn't very compromised, you're only moving ~13% slower for having to zigzag (hexagonal ratio of circumcircle radius to apothem), which isn't l nearly as compromised as diagonal movement on a square grid; on a square grid you get 41% more actual distance diagonally for the same number of spaces of movement horizontally. Losing perfect horizontal movement slightly hurts but the slightly staggered spaces work completely fine IMO.
>>97587402Isn't this just hex grid with less visual clutter? If I'm not a total schizo, I think if you mark the centers of each hex on a hex grid and delete the lines then what's left would look exactly like this. That said its very easy to read, so I might use this style instead of lines for my hex maps.
>>97587572It is but it isn't a war game I'm making
>>97587544Is movement the only thing that needs to be tracked on this grid? If character facings are important, those can get vague in gridless. Also, things that require finding many relative distances can get convoluted—imagine an explosion on a battle map; if there is no grid then you need a tool to quickly determine where models are relative to the explosion's center, and if you don't have one then you have to do measurements for each individual model.
>>97590247Pretty much. But the thing with it that could make it more interesting is that it doesn't have to actually be a hex grid. You can shift the points around tactically interesting areas or extend the distance between them in open spaces so less time is spent moving in the open and more time is spent pivoting around windows or stacking up near doors. It would probably be good practice to keep the points far enough away from each other that two models don't overlap their bases trying to squeeze into an area, but you wouldn't have to.
>>97591736This is incredibly easy with a VTT. Not very hard IRL either, anyone who's played older warhammer without blast templates knows.
I have an idea for a game system but I worry that I'll have trouble conveying it to the player.I'm sick of games having bad spell lists for mages and martial characters not getting interesting options. In the system I'm making all players are 'Gifted'. Basically people who have the potential to be archmages or Hercules level warriors. Two important aspects to a player's Gift. 1. You get to pick three things your Gift does in character creation. Player just writes down three sentences like 'Super human strength, Shoots lasers, Eat fast food without Diarrhea'.2. To not have a bunch of I can do anything totally unlimited power a character's Gift has a rank. At rank 1 whatever the gift is basically equal in strength to like twice as strong as the average person. Every rank up doubles that. Rank 0 is equal to just one person.As an example if a gift was to extremely good sword skills at rank 1 you could attack a few people, 2 you strike a small group of people when you use your gift, 3 is a large group and 4 is a full on crowd. I'm kinda making it with a solo experience in mind so you wouldn't have to worry about balance between players. Is it too daunting to ask players to make their own power? I feel like the rank helps things feel like a proper system and not just a bunch of make believe nothing. I know stuff like Mage the Ascension has magic that can just do whatever but with restrictions. I tried just writing a shit ton of premade spells but that's too much work just for me to be constantly not happy with the balance and selection.
>>97583322My structure is roughly>what is this and why care?>a short replay to show what play is like (transcribed actual session)>core engine and essential definitions, what is a character and what values do they consist of>how to instantiate a character>how a character takes action (universal case)>character action subsystems (combat, chases, social exploring, travel, etc.) in the same form (define all components, how to instantiate, how to resolve, in this order)>GM specific subsystems (e.g. how to procedurally build a campaign setting and adventures), how to plan a campaign, how to schedule a game, timekeeping, guidance on progression and reward>reference lists like spell lists, shopping lists, trait lists, monster lists, etc. Not included in the same file, but included in the set, a module.
>>97587336Have you ever tried triangles? Maybe even hexes divided into triangles?
>>97583030I am playing with this idea of a lighter version of death spiral/ a more in-world integrated version of a meta currency. thoughts?I like the idea that it doesn't fuck you over in terms of proactive actions, but just makes you more susceptible and frail to things.
Anyone know of a game where damage is represented like this:>If you roll under the damage negation value you suffer no damage>If you roll under the damage reduction value you recieve half damage,>If you roll above the damage reduction value you recieve full damage.With the damage reduction value being equal or greater than the damage negation value.That seems like the goldy locks solution between damage reduction systems and damage negation systems.So like on a d20. maybe an averagely acrobatic someone with medium armor has a damage negation of 13, factoring in both armor and average dodgy-ness, but a damage reduction of 16. A acrobatic rogue might have a damage damage negation of 14, but no damage reduction.
>>97594631>>97589086Was coming to ask about exactly thisInteresting that there is no concession on whether gameplay or character creation should come first.Working on a sorta crunchy shonen martial arts system with timing based actions. So not sure if I should show examples of play before character options or not
>>97603746I think character creation should come first because the rest of the rules wont make sense without it as a reference. You just have to reread it after though, since it wont make sense without all the other rules...
>>97601333That sounds like absolute dogshit so I guess that's why nobody has made it yet
>>97604272I had someone complain about character creation being first because they wouldn't know what the difficulty numbers and skill values to aim for are.Basically>I shouldn't have to look forward in the book to plan my character in advanceApparently expecting people to read the rules before making a character is bad designIt was baffling
>>97583322The order doesn't matter as much as most people think. What actually matters is Rule Elegance.No, I don't mean you use a pretty font and have good art and illustrations (Though the latter helps), I mean rules should have a natural cadence and unobstructed flow that makes an uneducated observer look at them and go, "Oh, that makes sense. That feels right."The more elegant the rules, the easier they are to read, and the less people will get confused.Also the worst sin of all is having any rule that says "See page xx". If I'm reading a system that does this more than a few times or unnecessarily, I drop it instantly.
>>97601333So basically "damage negation" is AC and damage reduction is like a partial success baked into armor, if base AC is 10 and medium armor raises it to 13 with the addition of a damage reduction effect to up to 16 (I guess double the bonus to AC in this case), and in the second case they get their AC entirely from dodginess or agility or whatever? Seems kinda neato to me>>97604282What's so horrible about it?
>>97603746The goal is to function as a manual, so everything should be written in the order that relies on nothing later to understand the current page. Skill checks and subsystems rely knowing details about a character, building a character only requires definitions of the traits, so it should be in this order.Or so says I anyways. Your universal mechanic could be first if you have one like>this system uses D20 roll over for all rolls, given input X for the called roll assessing the outcome goes like this where result y is success and result z is failure, failure means this, success means this, blah blah blahAnd then move on to definitions of characters and character creation, but you can't put something like combat for sure.
>>97604379>So basically "damage negation" is AC and damage reduction is like a partial success baked into armoryes.My logic is that armor DOES largely completely negate a lot of damage, so it shouldnt just reduce damage like a purely damage reduction system. Sometime a heavy blow indeed will just glance off from an arrow or cut. But it is also true that armor isn't entirely impenetrable, A good blow to a helmeted head can still discombobulate, or an arrow in the armpit might go through a bit.So damage negation is an aggregate of both dodging via agility and deflection via bodily protections, while damage reduction is representitve of when an armor (or sheild) doesnt completely reduce impact, but definitely reduces the severity of it.>>97604282how come? I think there was a mod for 5e that did something similar where armor added to AC a bit (though not as much as base), but also had flat damage reduction as well (-1, 2, 3 etc). The difference mostly being that what I said could have armor completely surmounted via a high enough to-hit rolls (dagger in the eye slit, a fucking cannon, etc), with the trade off being that half damage tends to be more significant than the blanket application of -1, 2, 3 regardless of if the to- hit roll is just above the ac or like 25+.I could see it could be considered unnecessary complication however if you want a simpler game.
>>97601333I am workshopping something in a similar vein I think. >get value of fight result (process omitted here for brevity) >compare to armor value (in form x/y) at hit location (there are 6, there is no additional roll nor math involved here)>meet or beat x and its a minor wound at the location (has a secondary effect based on the location)>meet or beat y and its a major wound (which could mean death/incapacitation depending on the location, or just getting disabled)>don't beat x and the armor saved against the attackThe effect is that health and damage functions more like a "first I bashed him across the hemn and he was dazed, then I tackled him the the ground and won a wrestle to push my dagger into his throat after getting it between the gaps and putting my whole weight behind it" vibe. For the aforementioned scenario, two combat rounds taking 2 minutes and only two rolls each to resolve at the table based on early testing (duel, so one player and one GM only).If this is a different vibe (HP is not mentioned here because it isn't relevant) then sorry.
Im trying to write a funnel adventure for Cyber Sprawl Classics (a Dungeon Crawl Classics Cyberpunk hack). Each player starts with four level-0 characters and goes through a hilariously lethal and unfair dungeon. Ideally, out the other end comes one level-1 character with a story to tell. And all the gear of the other three.So far my premise is the PCs all live in a housing block or mini-DIY-arcology being menaced by gangers. The dungeon is the floor the gangers have turned into their lair. Right I'm trying to figure out a legible keycard/locked door progression to make the rooms a little more linear in practice
>>97605878There isn't any argument for it in terms of verisimilitude or gameplay. If you want to model defenses in a way even slightly analogous to believable reality, you have actively total avoidance and damage reduction, yes, but armor wouldn't contribute to total avoidance, and armors "damage reduction" is so high as to negate most forms of damage. To properly model this you would want active defensive options, not to make it so armor can sometimes ignore a giant's swing or a cannonball just because.In terms of gameplay, which is the route most of D&D's core mechanics swing, AC is already a heavy simplification for the sake of speeding up combat. "Damage reduction" is already a thing easily implemented without screwing with AC, and the times this mechanic comes up (15% of the time, an attack will instead do partial damage instead of full damage. Wow, such a difference!) is irrelevant, while it completely destroys the balance by rocking it in a way that once again favors the non-martials.You could do far better by just letting characters react to attacks, or not bothering at all if it's in 5e.
>>97583030I had an idea for restructuring my touhou card game and i want to know if theres some glaring issue ill have to deal with, besides just having to make sure I set up a decent framework to balance thingsFor a brief on the old/current version:>You have 5 life cards st the start of the game, which flip up to become points; points are used to play cards (costs range from 0 to 6)>You can flip up any number of your lives at the start to determine your starting points>When a Girl card you control is destroyed you lose a life>When a spell is played on you directly you discard cards from your deck (generally equal to the spell's cost)>When you run out of lives or deck out, you lose the gameThe idea i have:>Lives no longer exist and the core lose condition is decking out. >Every player starts with a special "Incident" card in play in a special zone.>The incident has effects granting a new win condition, changing card draw, or changing energy gain>Incidents determine how many points you start with (baseline 4). Positive effects reduce the points by 1 (card or energy gain) or 2 (energy gain or added win con) and negative effects raise the points by the same amountFor a bit of extra info i had on the idea, you would have a ygo-style extra deck (unshuffled, you have access to it like an extra hand) of incidents in the event that your starting one is removed. The reason for possibly allowing removal of an incident would be to play into how the main characters of touhou solve incidents that cause the plot of a game
>>97606800Thanks for the response.> but armor wouldn't contribute to total avoidance, and armors "damage reduction" is so high as to negate most forms of damageEh IDK, in a man-to-man scale fight armor often either negates (thus avoids) something fully, or it fully goes through. armor does not reduce the damage of a dagger through the eyeslit, though it is harder to do (represented by higher to-hit value) than stabbing an unarmored man. Though it can sometimes reduce as well, a hard hit to an armored arm might still bruise, but is unlikely to cleave.but Like you said with D&D style AC, its all about degree of abstraction. You could universalize armor as damage reduction like Traveller, Though I do like the idea that some damage can fully circumvent armor while other damage is lessened to a good degree. Or you could do it like DND where armor is baked in to the overarching damage negation system along with dodging and cover, but I like the idea that some things can give incremental damage to armored foes rather than full hurt or full deflect. Or you could fully separate them into two rolls and have a to hit roll then an armor roll. I think you have a point when it comes to powerful things that should flat out ignore armor like cannons and giants, but I was thinking more about the more common man to man level fighting as a baseline. Maybe big/anti armor things can give a minus to Armor damage negation and minus to armor damage reduction as part of their traits? but I can understand that as seeming unwieldy.TLDR: Armor has both a negational quality and a reductive quality, and if you just want to do one roll to determine if damage is applied or not, I think having a range of "half damage" between full damage and no damage is an adequate middle ground abstraction.
>>97583030Saw the gundam TCG being played and got an explainer about it. It doesn't seem very interesting but it got me thinking about TCG ideas.Most TCGs I've seen work by drawing one card at a time, alternating turns with resources being either drawn or gradually added. What if instead both players drew 7 cards, played all of those cards, then both drew another 7 cards?You could treat each hand as a mini-round to trigger stuff like end of round battles or victory condition awards.Any card games out there that do stuff like that already?
>>97611612>You could universalize armor as damage reduction like Traveller, Though I do like the idea that some damage can fully circumvent armor while other damage is lessened to a good degree.The way to do it in tandem with reality is simply to have hitting and armor be entirely unrelated. You can hit someone, but then you still have to hit hard enough to get through their armor if it's present. But this doesn't work if you try to keep it as AC, it just becomes a pointless layer of abstraction. Slows the game down, adds nothing, weakens the already weak and borderline obsolete.>but I like the idea that some things can give incremental damage to armored foes rather than full hurt or full deflect.IRL this is rarer than not. But most games don't even begin to model combat well and understand how hard it is to actually kill a human. If you want to model man-to-man combat, I'd start from there.>Armor has both a negational quality and a reductive qualityNah, it's (still) just reductive.
>>97583030now that my main project is finished, I can use my time to polish the rulebookI've reorganized some sections, changed some others, and added some examples here and there...care to read?>https://drive.google.com/file/d/1XxwK2nlQskN-8MPrXHbnx8GcySb6Fg2J/view?usp=sharing
Beta 3 of Inversion has been out for a month now, and the colored pieces are finally coming in. I’m currently reworking Dodge to function as a more active resource, but otherwise things are stable.Enjoy this art of elves.https://gabyno.itch.io/inversion-rpg
>>97621087Those look like skinny orcs not elves. What's going on with their armor? Why is it glossy like that?
>>97621087hey great fucking job getting art. Looking forward to checking out your game when it's playable.Those are cool elves. Can't wait to see what it looks like when it's done.
>>97621235Thanks, I appreciate it. It’s fully playable and rules-complete at this point, aside from the dodge tweak mentioned in the first post. Interested to hear your thoughts if you give it a look.
>>97621087I mean I know it's fantasy so who cares. But the spikes look so damn silly.The two on the ends look dope, though. A lady or two to balance it wouldn't be unwelcome.
>>97621442Hell yeah, thanks. The armored ones lean into a more ritualized aesthetic, almost like a more forest-y take on chitin armor from Morrowind.Also, for what it’s worth, male and female elves are visually identical in this setting. No sexual dimorphism, same build and features across the board. So you’ve probably already seen a lady in there.
>>97621087Hey its Inversion, I saw your post about your game months ago when you had black and white art. I think that black and white style looked better and you might be able to save some money sticking to it.
>>97624260Your androgyny fetish is weird.
Any Jujutsu Kaisen enjoyers here? Been slowly doodling at a JJK RPG system. What do you think about these stats for the characters?>Cursed EnergyRaw output of Cursed Energy. Determines your maximum amount of CE & how much you generate per turn or on short rest. Also used as a measure of your personal sway during social interactions – either for persuasion or intimidation.>DisciplinePsychological resilience as well as the character’s mastery over cursed energy flow. Allows you to spend less Cursed Energy on performing techniques and protect yourself against effects of hostile CTs. Also determines your ability to maintain composure in social interactions.>Physical PowerRaw physical strength and athletic ability. Determines character HP pool, base melee damage & ability to perform athletic feats. Also amplifies effectiveness of Cursed Energy Reinforcement.>Skillfulness Speed, grace and precision of all actions, both physical and related to Cursed Techniques. This includes things like dodging, performing hand sigils & hitting a target with ranged attacks. Also amplifies use of Cursed Tools. >KnowledgeGeneral intelligence of the character as well as their knowledge of Jujutsu World and Techniques. Determines mastery of common Non-Innate Techniques - for each level of Knowledge, Player chooses a Non-Innate Technique from the list to master.>CunningAbility to perform feats of subterfuge, both mundane and related to Cursed Techniques . Determines character’s ability to lie, bluff, hide their presence & conceal their cursed energy. Amplifies all Techniques that have to do with concealment and illusions.
>>97583030I have a few homebrews and projects I been messing with.I have a cooking/potion zelda like homebrew that I been messing with. I have a Pokemon TTRPG I made that I work with every once in a while. (Mostly working on the trainers skills and abilities.)Been messing with a Fire Emblem like TTRPG. Fine tuning the classes and some of the abilities as well as the Lord/Commander system. Though nothing too special.
>>97627336I have seen someone (The Ugly Goblin) Make a JJK classless TTRPG I would suggest you check out.
bump
>>97633821Instead of periodically saying bump to keep this dead thread on an almost as dead board alive, wouldn't it make more sense to attempt to engage with one of the many posts seeking responses in this thread? For example>>97627336>>97616189>>97614126>>97611539>>97606155>>97606109>>97593555
>>97606155>Right I'm trying to figure out a legible keycard/locked door progression to make the rooms a little more linear in practiceMost of the fire doors dropped down so now you can only go through where the system malfunctioned (or didn't malfunction) or something busted through.Alternatively or additionally, the station AI said "gas the carbons, race war now" so you probably shouldn't go where your enviroscanner starts blaring.
>>97634039yeah, I'm sorrybut I was on my phone and the thread was almost at page 10, so I just wanted to keep it aliveI'm >>97616189 by the way
>>97634087You put in a good effort immediately afterwards so I respect that enough to look at your rulebook. Though I'm just going to pick one section and give my thoughts on only that unless it really grabs me.
>>97616189Alright that was shorter than I thought it would be. Unfortunately its a card game and I don't play card games. My only experience is Duelyst which was a PC game, and playing YGO with my friends where we applied our limited understanding of the rules from watching the dubbed cartoon in order to RP as duelists on the playground.With that said, I can comment on the following>it is easy to read>concepts are introduced smoothly and clearly>even to an ignoramus it doesn't come across as impenetrable (though I'm someone who plays board games, wargames, and TRPGs so a normalfag might still struggle)>the amount of text on the page is a little high, layout changes and art would be easy improvementsWould suggest including a replay with little doodles of people playing it and smiling, both to make it feel fun and approachable and to show "this is how a game goes, this is the flow, this is what the rules look like in action".>would you play thisIf someone hosted it at a social gathering? Yes. Would I start playing it on my own? I'm not a cardgame player so I'm not really the audience and it doesn't have some insane pull that would turn a non-cardgame player into a cardgame player. At least that's how I feel.
>>97634102>>97634124Hey! thank you very much, anonI appreciate that you took time to read it.Thanks for your input.
>>97634039I saw a (you) and got my hopes up
>>97635167Same.
>>97604331Elegance in structure, elegance in play.The ultimate system is so smooth and intuitive that it fades into the background, to the point you almost forget its there.
>>97604331Could you provide examples of such systems?
>>97614126I can't say that I've seen games like this, but the issue present is that it makes card draw a bit too rigid as written. If each player has to draw 7 cards and has to play each card, it can potentially lead to multiple dead turns because of something getting in the way of playing a card. In addition, you would have to be more tight on balance to effects that alter card draw if you keep a typical "lose if you run out of cards" lose condition.My suggestion would be to make it so each turn (or round or however the turn structure goes) you draw until you REACH 7 cards in your hand. This also allows some card effects of your own to force you to draw to under 7 as an added cost
>>97593555I made a homebrew system with build-a-spell mechanics and the like. So long as you make sure to detail the bounds of each general category of gift, you should be in the clear. That being said though, just try to keep them similarly simple or complex as other rules
Currently working on a pony Daggerheart module because ngl, it's the perfect system for that kinda thing.I already have all the races and quests mostly ready, it's just that my workload is tiring. I like to have a list of like 10 NPCs per town and everything they have going on, and I have a list of themes that they all have to tie into somehow. My group REALLY loves my games, so even though they didn't really like pony shit at first, they've been having a good time with it. The only problem is just that the workload is so stressful on top of work and bills.I also made a GURPS-like RPG. It only has skills and Perks (kinda like feats), and so you're really just spending points and buying things out of a pool of options provided by the GM. Character sheets are literally just:Your HP, Stamina, Mana/Resource you got from a Perk/skillYour Stamina or other resources you acquired through perks/skillsAll the skills you bought and all the points you put into themAll the Perks you bought and related things like spellsYour inventoryI just got tired of people not being that familiar with what their character can do, so I made a system wherein you have to purposefully choose everything you can do. Neither is quite ready for exposure yet, but they're both definitely playable.
>>97583030I'm trying to extract the lore of taimanin (the ninja girls who get raped by orcs) because i think it's a cool world but the authors aren't squeezing it, idk what I'll do after i finish because i don't have enough time but...ill keep going
been grinding out a fantasy RPG based on the same rules I made for SPACE: 2002. after a couple months grinding away I have this. please lmk what you think! the Player's Guide is just over 100 pages, the GM's Guide just over 150. all illustrated by me, too. though my art isn't great.>Player's Guidehttps://files.catbox.moe/mbytmk.pdf>GM's Guidehttps://files.catbox.moe/7f4kdk.pdf
>>97627336Sounds good so far. The weeb in me thinks they would be better if they were all named after CE aspects though. So going in order it would be something like>Output>???>Reinforcement>Refinement>???>ConcealmentAdmittedly don't have alternatives for discipline or knowledge. Not something that would objectively improve game quality but I find it enjoyable when games have fun with their stat names.I would definitely change cursed energy, though. Given every stat affects CE usage in some way it's a bit strange to have only one stat named after it.
>>97604331>page xx". If I'm reading a system that does this more than a few times or unnecessarily, I drop it instantly.Why is that? I don't think it's inherently bad if you go>See page xx if you want to learn more about this rule I'm referencing here but hasn't been explained yetinstead of>See xx if you want to know what the fuck I'm talking about right nowI suppose ideally you'll never reference rules that haven't been explained, but it's inevitable if your systems are interconnected.
>>97647676I feel like its that the flowchart of places to go in the book should be simple enough such that you can just mention the chapter if you have to skip around