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How's your homebrew coming along anons? If applicable of course.
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>>98484359
Did a bunch of playtests with different groups recently. Got another one lined up this weekend. A few adjustments and a lot of actual writing and I think the game will be ready to release into the wild.
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>>98484359
Where can I read a full translated version of this comic? I've been looking for it for ages.
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>>98484359
Terrible. I spent the past two weeks creating, editing and recreating the settings timeline and expanding on it. Pure masturbatory pleasure sure but really I should be going over the rules and applying fixes for problems noted on the last playtest. The next playtest starts at mid September and I am really running out of time.
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I have a solid idea of what I want to do but I keep getting discouraged because I feel like no one will want to play a sci fi setting that isn't a big licensed one, and don't have any friends to playtest it with.
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>>98484359
Waiting for fren to do their campaign first. We rotate after each campaign and it's not my turn yet. Planning on sea-faring campaign that's very intensive on ship maintenance nad foraging. I'm also forcing tetris inventory on them so they will need to carry chests if they wanna loot everything which will make them a very juicy ambush target.
>which system as base
3.5e D&D (sorry, there is no one in my town to teach me something else)
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>>98484359
My Fantasy Adventure Game is mostly done.
> All player-facing rules are nearly finished. I just need to add some more high-level player character options.
> Working on getting monster balance and encounter design felt out.
> Still need to write the game master guide.
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>>98485616
>By Tyson Mike
I didn't know Mike Tyson drew Dragon Ball Z characters. A lot of boxers are Mexican, so I guess it makes sense if he made friends with any of them.
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Started working on this years ago. Thing just spiraled out of control, although I was always aware of how big it would be. It was always an autism-project.
It's roughly 90% done and somehow, I'm sitting on these 10% for years. One section needs a change, just simplifying it, but can't bring myself to do it for some reason.
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Been running a Star Wars homebrew campaign for about 5 years now. Session 1 started the very moment the Death Star 2 blew up. Players all started as assorted mercenaries and random criminals keeping their head down during galactic war.

It's been awesome. I never felt like reading the million legends books so I made what happens accordingly
>Divided the galaxy into 12 Imperial Oversectors
>Made a D12 personality generator for each Grand Moff ranging from Loyal+Competent to Insane
Attached pic is the result of 5 years of figuring out which each of them would do. Over half are dead or imprisoned at this point. The remaining big players are
>True Empire run by an Insane guy (thinks Palpatine's soul possessed him after death (it didn't funnily enough)). Space roman jihadists, double down on Imperial military rule and detest all aliens and any form of civilian rule. Two other Grand Moffs are also on board, one of them is also insane and is one of Palpatine's hands. Is using the True Empire to destroy as much of the galaxy as possible
>Rimworlds Union is a soviet style warlord state run by a Disloyal Competent guy who want a unified and powerful outer rim. Players have been locked in a grueling jungle fight with them for about 12 sessions straight now.
>Empire is the Empire, the two incompetent loyal Grand Moffs are left
>Rebels are doing better than 'historically' (Been using canon timeline) due to players joining them and helping with big important battles
>Hutts keep growing because the players fucking hate the Pyke syndicate and have cucked them hard
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>>98484359
Having no luck with just sticking with an idea. It's been six years since I set out to make my own game, and I don't have much to show for it beyond some consistent attributes and formulas I've settled on.
Working on this is still better than being stuck with groups that either don't play games or delay the game as much as possible.
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I can't make mechanics that match the flavor.
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>>98487218
What's the flavor
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>>98484359
I keep ping-ponging between my low fantasy world and my sci-fi astroid mine setting.

I have this really nice conflict going between the emerging trade guilds and the magical council traditionally holding power. technical advancements make positions previously held by wizards accessible to non-magical craftsmen and the peasantry is torn between both since new opportunities good but breaking with tradition bad.

my sci-fi setting is actually just an excuse to explore every anarcho-capitalist straw man imaginable. it starts in the not so far future where earth is struggling for recourses and tries to solve that problem by mining astroids. over a few decades those stations become practically independent under whichever person currently holding enough influence to consolidate power. most mining stations are can provide everything the population needs and earth is dependent on regular trade so the previous owners of said stations become like feudal lords reigning with absolute power over their subjects which toil in perpetual indentured servitude. it really gets interesting when you get the chance of comparing different stations to each other. imagine to keep up population in one facility people get incentives for having children in the form of rations or better shelter but in another people are working in designated breeding facilities/brothels with little other recreation available to the masses. maybe I'm throwing in the occasional "normal" one where basically everything is like 60s suburbia but in space

what do you anons think which one is better suited for a book and which is better suited for a classic campaign?
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>>98487287
A magic system where the players are working with animist spirits. Problem is, any system I come up with to give the spirits personality is too cumbersome, and anything without it is too bland.
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>>98484485
Nigga is this some muslim/brown washed Tumblr AU fanfic?

Reminds me of this gay as muslim shit where they took popular characters and try to push muslim shit on them. Had Hulk, Superman, Thor, Naruto, Luffy, Goku, etc. All in arab shit and trying to push allah and that gay shit.
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>>98488718
how about using the classic alignment chart for your spirits? maybe rule out lawful good and chaotic evil but the rest should be reasonably viable as jump-off points for specific personalities

without knowing anything about your system I suggest this: the spirits could be modeled on two principles. first their element, second their alignment. their personality follows those two principles. for example a chaotic good fire spirit that basically encourages arson so long as people don't get hurt or a lawful evil nature spirit that obliges in healing you so long as you first make a blood sacrifice. maybe a true neutral water spirit that helps with whatever you want regardless of outcome just to create more moisture in a given area from which it draws power or a lawful neutral earth spirit being generally helpful but refuses to touch mountains or transmute ore. dunno just spit balling here...
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>98488722
I want a refund for the time I wasted reading this post.
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>>98488722
why can't you just have fun with a whacky concept? not everything is supposed to be taken seriously or do you take everything personal like a little bitch?
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>>98484359
I need to flesh out the specifics of the martial arts system I'm making, instead of making a roll to attack you make a series of opposed rolls to break an enemy's guard, set them up for a finisher, then deliver a hard strike that bypasses defense and damage resistances, and defenders will have options for counters depending on how well their opposed rolls go, I got fed up with combat ability in games almost never translating into being able to defend yourself and making attacks vs static defense values. I know a few games that don't do this, but none of them really hit the mark the way I would like.
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>>98489005
I would go with a rock paper scissors type of system. if it seems too simple add two more elements. I made pic related real quick to give you an idea of what I mean
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>>98484359
Pretty good all things considered. For strictly homebrew - that is, content for existing systems - my current D&D 2024 group agrees that my changes to the classes and rules make the game better even though most of it is me porting shit from my own system into 5e.

On a more original front, finished updating the sheets for my modern fantasy TTRPG recently, added some fucked up hybrid monster girls to the experimental doc as a species option with some setting lore baked in, going to be running that system here in a few weeks so that's fun, I'm still putting off finishing my Super Sentai/Power Rangers TTRPG (which is fully compatible with my kamen Rider TTRPG by the way AND my transformers TTRPG AND I had this idea before E20 was even a thing fuck you hasbro) because I don't wanna deal with the mecha rules (even though my transformers TTRPG already has rules for combiners I could just use).

I also want to make a sort of pseudo-generic sci-fi TTRPG with a noblebright/hopecore type main setting and tone but I'm not sure what to do for it yet so that's way in the backlog.
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>>98485706
That's where I'm at.
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>>98488965
I have an idea for a whacky concept: let's take African, Indian, and Muslim legends and stories but make every character white, and not actually embody any of the lessons or themes the original works, and have every character act completely different from their original version.
And you can't get mad at it, because it's just a whacky concept not meant to be taken seriously.
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I only homebrew worlds, and I've been working on one for 15 years. Rebooted it and reworked it like 4 times, for different groups of players and different systems. The only thing that has remained constant is that the main antagonists of civilized people are based on turks.
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I need to work on remaking my Battletech scenario pack for its sixth version. And I've also started work on an Oathmark fan expansion
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>>98484359
Stuck between choices, but it's coming along.
>Do I want tons of skills or just a few that are more universal?
>If the latter, how do I make it more interesting and varied? If the first, how do I prevent it from clogging it all down?
I got the dice engine running well, but it needs playtesting a bit.
Might have to tone down on the number of attributes- if I have so many of them I won't be needing so many skills. However, if I do have tons of attributes, skills should just work on top of them.
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>>98489773
That's actually a lot like Burn Legend, an Exalted 3.5 alternate system/setting ,made to emulate fighting games. Different move types have different counters, and both sides choose their moved blindly.
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>>98490374
>let's take African, Indian, and Muslim legends and stories but make every character white, and not actually embody any of the lessons or themes the original works, and have every character act completely different from their original version
so you just switch the names for Muhammad, Rajesh and Mtumbo, call it the baghavata quaran and sell the entire harry potter saga again under your penmanship? yeah why not, would be funny
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>>98488874
What I'm struggling with is how I connect this to what the players can call on them for. Like with the neutral water elemental, he's down for whatever - but how do you get him to do it? And what can he do?

Spending mana points feels too internal to the PCs. Spell slots feel too restricted. And if Fire spirits are only useful for damage then that's kinda flat, because how does a neutral good one differ from a chaotic evil one or whatever?
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>>98492346
And you have missed the point.
Congrats!



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