Amateur Game Design and Homebrew ThreadWelcome to the thread for homebrew discussion on /tg/, Organizing Edition! It's an effort to get people to have classic homebrew discussions and assist the board in general when it comes to their game design endeavors.>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.>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)Thread Questions: What are you working on? What lessons have you learned during your project? Did you find any useful or neat tools?
>>98611665>What are you working on?d20 Fallout Homebrew.A scenario for Brindlewood Bay session.Only thinking about a concept of TTRPG that somehow related to the national culture.
Just converted Eclipse Phase to a simpler system called Violence. Probably kept too much math though.
>>98611665TQ:Working on a narrative skirmish game. Sci-fi but not so far off. I just really like dice pool systems and wanted to make a shadowrun/cyberpunk kind of vibe. Single teams/gangs working for corps, giving lots of narrative development, both the corp relationship and individual members. Thats the idea anyway. lots of ideas but fleshing out and balancing the core systems is taking a lot of time. I keep dreaming too far, thinking about the finishing touches adding some pictures.
>>98612643Mind sharing? Eclipse Phase is one of my favorite systems and settings.
I am trying to come up with 1v1 quickdraw duel rules for my RPG and I cannot for the fucking life of me figure something out that I like. I've been through 20 iterations, all equally worthless. I've looked through a bunch of games like Deadlands, GURPS, Burning Wheel, etc.
>>98613705what options have you been through? and what are you looking for resolution? Skill vs Skill, drawing the high card, rock paper scissors?3 skill contests, draw - aim - fire. best of 2 wins the shot
>want to design a game>ocd makes me unable to choose base stats or a dice mechanic for 2 fucking years, let alone finish a playtest
>>98611665SATTAR dev here, got someone who remembered the project a few weeks back in a thread about cool game mechanics and I said I'd post an update. How many posts is a polite limit to outline the system? Or should I make a design document pdf and host it somewhere?
>>98611665>What lessons have you learned during your project?With the amount of shit it feels like the song that never ends.On the bright side I have 7.7/12 chapters done.It feels like I need to cut some stuff before my X-mas deadline.
Well /tg/ Ive gone and done it. I made a fantasy heartbreaker. It's pretty far along and it's not anything fancy. It's just the game I like to play as I like to play it. I turned it into a heartbreaker with the intent to use it in conventions and such to get people to play it. If it gets produced one day it will remain a booklet type of rpg. Just like the origins of the genre.
>>98611665TQ: i just finished my victorian mages/supers game (just npc examples left). Its for personal use, and is 200 pages long (B5) with 0 artpieces outside of some flags and a mediocre map.Got inspired by an anon here to make a fantasy stone age game, i am still in the concept phase>>98615007You got anything you are willing to share here?
>>98614014We are always in need of bumps, feel free to do either
>>98613745I'm really trying to capture the feel of the contestants having a tense faceoff where you don't know who's going to start it. To me the interesting part is all the subtle maneuvering before blades or guns are drawn. Is that twitch him going for the draw, or a feint to get me to commit too early? Is he gonna lunge at me, should I strike now before he can get his attack off?So for example, SWADE Deadlands fails because you always have three rounds. OG Deadlands was actually kinda good with the GM dealing out cards and then both contestants declaring they attack whenever they think they've got a good enough poker hand, but I don't like the whole poker thing.
>>98615364maybe try riffing on liars dice? skip the poker rules and just go most of the same. or if you want more levels, highest sum total, but only counting one set of numbers.
As always, I'm making something too complex, too bean-counting, and too just play a video game.
>>98613376Still draft v0.1https://lukegearing.blot.im/violenceUse EP2E morphsCost: Starting characters get 1d6-2 Morph Points as they are not big heroesSavings, insurance and political actor backing means you can get MP Cost-1 back if your current morph ceases functioning.Avail: Roll d100 to see if it's avaliable in your area, subject to whatever extra Negative traits and gimmicks the GM feels likeWT: 6-WT = Reduction to Injury CheckDR: Represent being Downed, add 1 to th 16+ roll required per 5 points of DURBiomorph +2 per injury as normal, Synthmorphs +1 per injuryPools: Give Adv per point for whatever the GM thinks that pool applis to. Flex is free for the players to spend on making their lives easier.Movement Rate: Nomral human is 4 for walking and 20 for running. Anything higher or lower is going to either catch them or not given enough time.Ware: Like equipment in Violence, it has no stats but just does what the description says, maybe it's worth Adv/Disadv in a situation, the players cannot inherently rely on knowing.Traits: These are like skills but they stop when the morph goe away. They fit somewhere between Ware and Pools by giving defined limits or just vague bonuses.Sometimes they give penalties. I might have them cut into the 6 skill totals as a balance thing or maybe not.
>>98615950Flat - Normal human not many of them leftCost: 0 MP • Avail: 30WT: 6 • DUR: 30 • DR: 45Insight 0, Moxie 0, Vigor 0, Flex 0Movement Rate: Walker 4/20Common Extras: Many have the Genetic Defect trait- Exactly the same as normal Violence character- Only can find a spare human body 30% of the timeCase - The Clanking Masses, for the poorCost: 0 MP • Avail: 100WT: 5 • DUR: 25 • DR: 50Insight 0, Moxie 0, Vigor 0, Flex 0Movement Rate: Walker 4/12Ware: Access Jacks, Cortical Stack, Cyberbrain, Lidar, Mesh Inserts, Mnemonics, Puppet SockMorph Traits: Exotic Morphology (Level 1), Inherent FlawsNotes: Light Frame (Armor 6/4)- Synthmorph, so a whole range of extra traits the book only tells you in the generic description- Only adds +1 per Injury to Down roll- Everywhere they will sell you a garbage body- Cases take +1 Injury Checks because they are cheap garbage and get Downed on a 15+- They can't run as fast as a normal human being- Lots of Ware to interact with the world- Have peanlties to adjusting to being sleeved in such garbage, has a 10% chance to automatically take a second Injury if a 20+ is rolled for recieving an Injury- Light Frame sounds like civilian armor, so it does bear out their total Injury check modifier is -1 (+1-2=-1).
>>98615061post your map>>98615792too much to count? make a quick web app to speed it up? or is the point that it is crunchy
>>98616262No, my point is that every time I've ever tried discussing what I'm working on in these threads, those were the only responses I'd ever get.
>>98616335embrace your inner mexicanbecome one with the bean
>>98615007>>98615061This is the latest version, It's not pretty but the content is quite complete. If anyone has any comments I would like reading them.https://gofile.io/d/a4mvdacG
>>98616335Its like how it goes when playing video games anon.Worse player than me? Lmao what a scrub loser, git gud idiot!Better player than me? Get a life you permavirgin tryhard basement dweller.I wouldn't take it to heart.
>>98615792But why?
>>98616945you know you're on /tg/ right?
>>98616550I'll give this a deeper dive later,but man i love your weather flower. simple and functional.
>>98617049Thank you. Most of the game has been cobbled together over long years of just making a homebrew that was super easy to play and get games going. For Players, for DMs and even solo.
>>98616581It isn't about taking it to heart, it's about never getting any discussion out of what I post. It's a massive waste of time to compile my thoughts and explain things, just to see the same "ree video games" over and over again.
>>98616590Because I like making mechanics I've never seen before and compiling them into fantasy combat and exploration games in ways I think would be fun to play, because I can't get those experiences from the systems I've seen and tried before.
>>98611665I've been working on a Post Apocalyptic TTRPG for awhile now and I'm working through a second draft. my system uses a lifepath system I've based off of Traveller 2e with a minigame welded on so I use various occupations to give a character backstory during character creation. What kind of lifepaths would you want to see in a sci-fi apocalyptic setting.
>>98619093for Reference this is my current list of lifepaths. nts
>>98611665In theory I'm building a grand history simulator that functions as a grand strategy game without all the dlc. In reality I'm sitting on the floor with a box of pencils of color, drawing maps like a 5 year old. Which would be very soothing if I wasn't autistic and obsessing over whether the map is correct enough.>>98619093Fuck, I forgot lifepath rpgs were a thing, I have so much more to steal from now, thanks.
>>98616335You've never tried to discuss anything you've made, just make these weird passive-aggressive comments about what someone might say if you ever did. You've been doing it for years, even in threads that aren't about game design.
>>98619093Rimworld backgrounds come to mind as something to at least modify if not steal outright.
>>98616550I love the weather flower and the hexes/subhexes concept. I might use the hexes subhexes myself.
>>98619041Nvm I regret offering kindness, you're a cunt and your shit stinks. Go cry somewhere else fag.
>>98613705>>98613745>>98615364>>98615647How about this: Texas Hold Em but each participant is dealt 3 cards. Participants are still seeking the best 5-card hand. When dealer reveals a card, either participant can "draw weapon/aim/fire" by revealing one of theirs; high card = faster on the draw, gets to reveal theirs first in the next stage. Participants can keep the standoff going by passing and letting the dealer reveal more cards, maybe even deciding to back off completely when all 5 cards are revealed but no one's chosen to reveal their own 3rd card ("fire")So you have the randomization mechanics of a deck of cards and several layers of strategic considerations. Do you reveal a high card immediately "on the draw" to make the other party back off? Do you hold your high card until "aim" so you get to fire first? Do you keep your high card until "fire" to bait your opponent into committing and dying to your superior hand? If you blitz - "draw weapon" by revealing one of your cards once the dealer reveals their first, then "aim" on the second and "fire" on the third - dealer only gets to reveal 3 cards total; as you still want a 5-card hand, this obviously gives the advantage to whoever was dealt the 3 stronger cards.
>>98621797That's almost the same as how old Deadlands did it (>>98615364). I do like the pacing of the dealer drawing cards until one of them decides to go, but I don't like making poker hands. You'll have whoever is more familiar with poker hands winning because they can ID it faster, instead of anything self-contained to the game. Also, imo it limits it very strictly to a Western flavor, and I want a duel mechanic I can use for samurai or cyberpunks or flintlocks.Anon commenting on the bluffing games with die did make me think that I really want that feel of looking for an opening in the opponent.
>>98623011Sorry, posted too early. Where yours departs from Deadlands is the sequencing of the cards for the three stages, which I like.I wonder how character skill could be factored in. If you have a cold-blooded gunslinger or kenjutsu master, how are they better in this framework than the dissolute bard or bookish cleric or whatever?
>>98623036>>98623011>>98621797I was randomly reading the Book of Five Rings yesterday and this quote seems like it fits the feel of what you're going for?"See through the enemy's spirit so that you grasp his strategy and defeat him."
>>98616262Can't post files from my IP range right now for some reason.I finished the game. You can find the map on page 123 in the following pdf:https://gofile.io/d/KC044h6E
Ran a campaign that sucked with an unfinished system. Had to plaster all the gaps in it as they showed up, piling rulings on rulings. That sucked.Just wanted to share.
>>98623793It's a lot easier if you're also the designer but yeah
Is it just me or are all systems just RPS with bells and whistles?
>>98623065Honestly I was just spitballing and I'm not too familiar with Deadlands to begin with. What I was going to suggest was that the poker hand isn't "winning" but "the severity of the damage." So how hurt you end up depends on how good your opponent's result is. In that case, you could use class abilities for damage mitigation. Or let some classes alter the order of cards, or draw/discard extras, or...The point, I think, is that confrontation is deadly. If you're using westerns or samurai movies for inspiration, a lot of the time making your opponent back down in fear is better than actually fighting. But bad guys do that to, so eventually good guy and bad guy have to fight.>>98624034The only thing more balanced than Rock Paper Scissors is Tic Tac Toe.
>>98624030I can imagine. Writing a d20 fantasy heartbreaker doesn't look so difficult now that I've seen the shit they get away with publishing and profitting off of.
>>98624348Tic Tac Toe isn't balanced.
>>98621282Brushing people off isn't kind.
>>98629136Of course it is. Tic Tac Toe is a solved game that results in a draw every single time, assuming no mistakes on the part of either player. (A player who doesn't place their first marker in the middle or corner has made a mistake.) It doesn't matter who goes first. That's balance.
>>98611665glad to see you again, anons!I tried posting on reddit r/homemadeTCGs in your absence, but that place has become so anti-AI it's impossible to even post anything anymore. They made a rule specifically to prevent ANY use of AI...I only use AI-generated pictures to give my designs a more finished look, but, apparently, that's enough to make ALL my efforts worthless...I greatly appreciate these types of threads; I truly do
>premiseI want combat to reflect the speed and lethality of real fights, so I need combats to resolve fast in terms of turns and in terms of resolution. That the lethality has downstream effects on player risk evaluation is also desired.>researchDid 6 months of historical fencing to experience it myself. Whoever takes initiative has the advantage. The real challenge is to strike to maim/kill without getting yourself killed at the same time (doubling by attacking in an unsafe way, or pisspoor ability to withdraw after landing a good hit).>conclusionContested rolls with some kind of absolute evaluation for the roll itself, not just the relative success seems like it is best for this.It's WFRP. I want a more "narrativist" WFRP. Is there a store bought option for this, or would I need to make it at home?
I'm working on a semi-homebrew sci-fi rpg that's set in a rather particular set of novels rather than the stock game setting. I'd appreciate feedback if people will indulge me, as to the tone of the setting. the players are going to be stuck for about 8 days on a freezing, barely functional spacecraft before planetfall/rescue where they're going to have lost almost everything, and need to survive.When they take stock of what's onboard the ship they'll find: >6 days of oxygen, and a faulty Co2 scrubber. >a 0-g toilet in a cupboard that looks like a vacuum cleaner at a BDSM party.an emergency locker of:>2x emergency oxygen candles. Possibly highly explosive if used.>6x sets of lightweight desert survival clothing.>6x sets of one-size fits none arctic survival clothing.>6x sets of vacuum survival suits.>1x cassette tape of patriotic songs of the fatherland, performed by someone they'll remember died 25 years ago.>1x cassette tape player with an almost flat battery that plays the songs at 7/8ths normal speed. a galley with a microwave with an "on" button and a clockwork timer dial, a water tap that's still frozen, and a steam re-hydrator that may or may not be slightly radioactive, plus a week's emergency MRE / ration packs that include:>Dehydrated cabbage soup.>Dehydrated boiled beetroot and salted pork. >Dehydrated blood sausage. and boiled potato.>Salted kippers. >Dehydrated potato, cabbage, and radish soup with kvass, and black rye bread. >Boiled Pig's trotters in aspic. (Dehydrated.)>Dehydrated Veal Hearts in an onion and cabbage ragout. >water rations.>1x miniature keg of schnapps for emergencies and "crew morale". 6x rations. Just reading that list, can I ask, what sort of nationality or culture, or what impressions do you get of the civilisation this spacecraft belonged to? I'm trying to get across a certain feel of where they are. and this is their first impression. I'd appreciate your first impressions too.
>>98631719Personally it feels kind of polish? Maybe a mix of west/east pre-unification germany?Clearly nationalist, east-european,traditional. Tsarist russia possibly?
>>98611665I love this dorky vampire lady
i did some work today. not much, but its a foundation
>>98623233I like your map. Feels well thought out. As an autist, I like the tables. The depth across the book feels good. Example your haggling guide is nicely in depth, then the autistic goods per country table is chefs kiss. Please god change the osprey mail logo, thats absolute dog water. The duchy flags are great, and country flags look good as well.
>>98632507Thanks for looking it over.Is the Osprey mail really that bad? I thought it would be a stamp of sorts that is placed on the packages.
>>98613079to follow up if anyone has an opinion.I keep bouncing between 2 options. The corps give access to exclusive gear. Is it better to (1) sign up for one corp, and just use that gear, or (2) allow players to spread out leveling corp relationships to get gear from multiple? I like the idea of single /gang/ style play (its a tech corp team, its a melee LLC team). on the other hand, options are fun and allowing double dipping allows for written content to go further
>>98634733take it with a grain of salt, its just this autists opinion. but to go into more detailYour flags feel good because you can see them on the battle field. Mercia and Galia are both great examples. These flags are easily identifiable from a good distance (whether thats on the battle field on just hanging in the city shops). Ospreys feels overly complicated, maybe its the dotted background or the font choice. as a stamp its not as bad for sure, but I'm imaging it on their shipping boats, and it feels a mess to read at a distance. I have a similar problem with Valka, but those flags around the text are striking and nice so it gets a pass. The text needed I assume for each dynasty telling the others how much more noble they are (i assume) Morend is my favorite though. Great simple visual flag. The grassy hill representing the country is peak. From a game play perspective, I'd definitely play the game. You'd need the right group, the heavy crunch mandates certain types of players. I'd worry about a fresh group without someone who knows the rules well to smooth things along.The little quotes are delightful. The book entwining rules and lore make it a good book in my.. books. The sten scientist was right and shouldn't have been hung.
>>98614014Post away, then make a pdf or a collage of posts
>>98611665>What are you working on? What lessons have you learned during your project? Did you find any useful or neat tools?An alternative to Delta Green that doesn't require me to change my DM style to run.Cards are underused, finding systems that use them in the first place is a challenge, let alone good ones.The forbidden silicon 8ball makes a good search engine for niche RPG systems. It being incompetent at understanding abstract systems is an ok way to workshop things without boring your normie entourage to death
>>98636086Corpo require serving for a bit before passing out the good stuff; then give the players options / chances to squirrel away some of it before the corpo repos their gear at the end of the contract. or they can just keep licking the boot to keep their sticks.They can mix and match this way while corpo loyalty lmao gets rewarded too.
>>98636172From that perspective i can see why Osprey Mail's flag is ugly, I agree. Valka flags being similar is on purpose, they need the purple to show their legitimacy (the colour of the royal flag of Serad). Also yes, the text is basically their motto in Latin, which is supposed to show a bit of their personality as well as the way they believe they will revive the fallen Serad empire. I am so happy you got the Morend flag's concept!I tried to make the game front-heavy, with most of the crunch taking place during the character creation, but the actual gameplay being relatively simple. I also included rules for actual melee and ranged combat just in case someone wanted to play more physical character so i wanted to give them options. What i imagine actually happening is the players abusing their powers to the maximum (that's the whole point). You can easily make a glass cannon artillery mage that deals ridiculous amounts of damage and make face to face combat meaningless (i made one as a premade character that can burn boss-level monsters to ash). This is absolutely fine, but you can also get easily assassinated by a squad of elite soldiers. You can teleport or go invisible, rendering most defenses meaningless.However yes, someone experienced or at least who has read the book thoroughly needs to be there, as the game can't really start without the character creation (the most complex part of the game).Also the Sten scientist was probably right, however he made the mistake of working for Stenland, the one and only officially Karlenic nation that considers all mystics, mutants, demons, monsters, valka to be equally evil and demonic.
I've been stuck on this for quite a while.>system with airships>want to make piloting said airship quick and not too complicated>mindbroken from overly complicated vehicle mechanics of other games, where it turns into a minigame between the driver/pilot and the GM while everyone else gets bored>also, want to give any character an opportunity to get involved somehow>which includes the guy dealing with the engine>his task: roll an engine-check whenever the airship increases its speedWhich sucks and it's kinda dumb. The idea is that these engines aren't refined machines yet, this is the early age of airships. So you need a technician to pull levers and watch gauges. But there must be more than "roll under engine target number to succeed and you can catch up with other ship/do ramming maneuver".
Working on my space battle game rules. Currently nearly all attacks involve using a Battletech-style cluster hit table (direct-fire weapons are grouped in batteries and torpedoes are tokens that represent a cluster of torpedoes. You roll on the table to determine how many guns in the battery or torpedoes in the cluster hit), but in playtesting I found having to constantly look up the table slows things down so I'd want to get rid of it.For direct fire weapons I can just make them deal the full damage of the battery, but torpedoes have much larger cluster sizes (usually 8 or 16) and have a point defense mechanic where you get a penalty on the cluster roll based on the target's PD values, so having them always do max damage wouldn't really work. Does this sound like a potential workaround:> Roll 1d6 x the torpedo token's cluster size, with each roll of 2+ representing a hit> Each point of target's PD value increases the difficulty of roll by 1 (so for PD 1 you score hits on 3+, PD 2 on 4+, etc.)For reference, most ships have PD values between 0 and 2, with rare few having 3.
>>98640976Try to share out the decision making, not the dice rolling.
>>98640976You want simple vehicle combat? then its going to be roll above/under the target.With vehicle combat, the level of complexity is exponentially related to the level of control.if the complexity and control are 2. and you want to increase the control to 4, you have to increase complexity to 8.Anyway, what is the rest of your game about, just the airships? I can give ideas but i want to know what kind of game you want to make so that it actually fits.
>>98641558Yeah, it's a big game and airships are a part of it, but not even the main focus.JRPG-style adventuring game in a sky island setting and a bit of Age of Sail flair. Over the top anime combat.I'll grant future GMs and groups (>implying anyone will ever run this game but me) the option to treat airships as a mobile base for exploration. But if they want to get into it, there are mechanics for traveling, combat, chases and character abilities to enhance their ships.And that's why I'm saying "it's not the main focus", more time will be spent on the ground adventuring here.Other ways for characters to influence tests on the ship that I want to introduce are prayers, depending on the chosen gods, for spiritual characters. And of course, most characters can man a cannon or ballistae and shoot.
>>98642148An idea of mine is instead of giving roles to the players on the airship, have the airships require random issues while on the ship during battle or a storm or the like. (roll to see what the issue is). Getting hit also creates issues to deal with. These issues could be things like:Engine Overheated/Damaged, Sails broken, deck in chaos (needs someone to arrange), hull broken (if not fixed quickly could cause cargo or characters to fall).Stuff like that. Controlling the airship is up to one pilot or captain, fighting, using cannons, repairing, dealing with an issue, is all up to the other players. Each of the issues will require different skills/attributes, so the players may need to hire a specific person in case of a certain issue.This makes it a minigame basically where the players have to choose who to send for what, while the pilot focuses on moving the ship to fight or avoid aerial things (have less of a focus on cannons and damage and more on crowd control for the ships, so like 80% of attacks are actually only effective if the enemy ship moves through them or ends their turn there. Turning the ship is the captain's only roll basically.I hope this helps or is suitable
>>98642600It's helpful, thank you. Might require big tables, which I'm not entirely opposed to.
>>98623011how about the other half of poker?by which I mean betting replace card hands with some other hidden random mechanic, and have the players bet their HPthe loser pays what he declared
>>98642600>>98642148Think of every road trip you ever took, it's mostly nothing happening. The driver nothing happens for him, the passenger same. Don't think in terms of tests, none are neededThink about what happens and its perfectly fine if its nothing. Just narrate the trip make up something for the feel you want to go for and drop it.The influence from characters is good but I'd drop the 99% of rolls, or at least have them be easily bypassed with whatever.Roll to drive is the roll to find clue of travelling.Start the rolling only when you get to the fighting and be mindful of others roll to continue. Minigames is better than rolling, although I've found that it often ends up being a board game at my tables.
>>98646020My question was exactly for situations where something happens. Combat, chases, really bad weather, difficult terrain.The only thing that is rolled otherwise is the GM figuring out the weather (might affect the travel or following situations) and travel distance (islands float around a bit).
>>98611665The OoT remake inspired me to start yet another project I won't finish and do a Zelda rpg, lite on mechanics to stay consistent with the OG games
What are the key tenets for making a combat system that doesn't have a ton of parts and also isn't boring shit?>>98611665>TQD12 system, with the end goal being to use it in a "James Bond in the age of sail" sort of campaign.I've learned that wargame combat rules are not good as ttrpg combat rules without adding a lot on top, while also being balancing hell.
>>98647281>hey guys, how do I make a philosopher stone?If we knew we wouldnt be here man. Everyone wants a combat system that is easy yet versatile and fun.However, to have a fun turn-based game, there needs to be more complex rules. You end up having to choose the ratio that fits your game best.
>>98647751>You end up having to choose the ratio that fits your game best.This is sort of the conclusion I've come to. I've also come to the conclusion that *trying* to make something really lightweight becomes the worst of both worlds between a largely abstracted and narration-dependent combat system, and a particularly mechanical combat system with several specific actions.I reckon that once you open up the "mechanics" box you necessarily have to stick quite a few options in it.
I am currently using parts of Blades in the Dark to put together a game of gangs, where the gangs are actually naruto type ninjas, with jutsus and all, but do small jobs of stealing objects, information, infiltration or assasination. The idea is that the years pass in-game and they play through generations of ninjas, with luck putting together a ninja village.
>>98646309The thing about naval anything is that most of it from the personal experience is do your job as if nothing happens until something does, which often either never does or kills you. Google tells me I read that in The Last Stand of the Tin Can Sailor.Engine room gets the engines to speed up and down until the engine breaks or catches fire.Gunner draws on the spent casings, loader shitposts on the live rounds, navigator looks at maps, sentry just looks and tries not to sleep.It's why I preferred minigames to rolls. There is an element of balancing and following orders as they come, but that still leads to the captain playing the game and the rest just (doing mechanic as ordered). Sonar is a board game that does a good job of doing that if the players are experienced or you have a good conductor at a con.It's why you near always play the big ship or the tank yourself and not the individuals flying those. I've played with crewed everything over the years and always ended up just not doing that. I'm still watching with intent to steal if you ever thing anything.You need to find the tradeoffs that the players have to make, I'd look into making the ship impossible to completely crew, or at least properly crew, this way they have to make some choices of what goes to shit first. It's the most unawful version I ever got, and even then I ended up skipping the ship parts after a short time at the table cause I couldn't make it work so half the table wasn't just witnessing 2 players having fun.
>>98647281>isn't boring shit?Figure what's thatDon't do thatCheck you haven't done that during actual playtestProfit.>>98647802Universal anything is the death of good. Like the anon >>98647751 said, you need to find where the dial lands for you.Personally I like d10 vs threshold save, I used to have crazy combo and parry systems I always ended up hating, wounds and death spiral mechanics that turned the game into administrative courses, armors that I ended up making spreadsheets to process, weight mechanics tied to initiative. Now you just wack the guy real good, or you do nothing of note, then we move on.My sweet point when deciding is does it matter to the story right now, if yes its in, if not it's not. I let myself have delayed effects in my current obsession to see if I can stand more than dX vs TN = dmg, but that might go away too.
>>98650855>combo and parry systemsI'd like to be able to have a system that feels more like dueling where the target mechanically feels like he's reacting instead of being a singular target number to hit, but the reality is that one can always assume a target is always using whatever means possible to avoid an attack.
>>98651663NTA i did a system where there are 3 types of attack: light (+acc, -dmg), balanced, heavy(+dmg,-acc). And you could defend by blocking, evading, or countering.If you counter you pick an attack as well.This system encourages the player to parry with light attacks and only use heavy attacks when the enemy has no more action points left to counter with.Block is risky since the item you are blocking with takes the dmg,if you dont have a sheild this means your weapon could break (sometimes worth it).Evasion is the simple answer of dodging the attack not as assured as block, and does not cost action points like counter.
>>98651695I've been making a try at a system that has dodging/parrying and armor as separate stats, with different weapons and attack types having different levels of advantage against those two stats, but it feels like it gets bogged down fast.
>>98651757what i did was make it so damage was a dice pool, and the armour was the TN.So if i deal 6 damage and the armour is 4, i roll 6d6 and and any that are 4 or higher count as an injury.
>>98651798At the moment I'm trying to make the most baby-mode version of what I'd like possible, and I think I'm slowly moving towards a conclusion like that.
>>98611665Hello game design thread, this is a lewd expansion (don't judge) that I'm working on for one of my games. What I'm posting it for isn't the lewd part though, its the Narrator and Solo advice section at the end.The rest of the document covers a basic rundown of the base game (save for special ability creation), the stupid setting i cooked up for this, character creation, advancement, a sizing and generic item system, downtime, alchemy, combat changes from the base game, and sex (obviously).As such, I included some basic advice, tips on working around character advancement, npc creation and advancement, balance concerns, in and out of combat, a mechanic that works best with some example tables that arent in yet (basically mapless encounter generation), a few rough outlines for the kinds of games you'd want to run. Still work in progress is a list of some sample scenarios and tables for random things that happen to pcs if they lose.Now with all of that said, I still don't feel confident that i necessarily have everything that will help some hypothetical soul who decides to run this. All i know is that i dont want to make endless tables and that i want other peoples opinions on the section. Thank you all for your time to so much as read this post.https://docs.google.com/document/d/1uaAGkNAD0Z95MNenYgUVfueffAweKGzuQdNIMvqlrhg
>>98656717lewd games (on the lewd thread trove) are actually better designed than most normal rpgs. They manage to get simple resolution, interesting combat and an working rules for social interactions and PCs loss of control
>>98657054dunno how it is with TTRPGs, but lewd video games tend to make the fetish content appear as a result of some failure or a "bad end"while playing skillfully makes you are less likely to encounter the magical realm eventsthis always seemed backwards to mesurely good design would mean whatever sick perversy tickles your fancy is a reward, not a punishmentalternatively, engaging in said perversy should confer bonuses, so it is a means rather than a goal
>>98657695COCKS anon here. From what little ive seen (i dont really engage erp, and made all this due to extended "what if" questions) a lot ttrpgs follow the same logic, with some adding ways to deal it back to the enemy. My own route that i went was having sex being something you can do by choice or from force, and having sex is tied to advancement (basically if sex happens you get a bonus to how much metacurrency you get at the end of a session)
>>98647281>a combat system that doesn't have a ton of parts and also isn't boring shit?Start with Wushu https://danielbayn.com/wushu/See if you need anything more.For a longer answer, see that old threadhttps://archive.4plebs.org/tg/thread/97170048And see my answer in that thread:>What systems have you found that have made combat engaging?For me, it's being able to bring out outside elements to push the balance in my favour. "I cast fireball on the ceiling to try and impale the monsters on the falling stalactites" "While the punk is distracted, I sneak up on him to shoot him in the head point blank"That kind of stuff. It helps immersion and investing in the fiction and gives a feeling of tactics. And it's the kind of stuff which would be impossible anywhere else except TTRPGs.It may seem obvious, but not every game can accommodate this. D&D is notoriously bad at this (I'm thinking 3.5 and Pathfinder, which I both played extensively. Can't say about other editions), because trying anything without the right feat is bound to fail.For a game to have this kind of open-ended feeling, you need:1- To be able to attempt random stuff without too high a risk of you failing to do it (it's ok if it backfire, but at least you should be able to do it)2- Contextual elements should be able to significantly alter the odds in a fight. Fighting in mud, on an unstable terrain, being distracted (for sword fight) or being behind heavy visual cover, or very close (in a gunfight), need to bring significants modifiers, otherwise there is no point in trying to be clever.
I’ve been thinking about a minigame for discovering and exploiting the environment to make things, inspired by Scavengers Reign. I think I may have something.Start with a grid, numbered horizontally (say 1–15) and lettered vertically (A–K).When a plant, creature, etc. is discovered and analyzed, its active compound gets a coordinate: A3, G8, J5... That same organism may also provide a “modifier” (I need a more chemical term), tied to some process. The modifier is an operation, e.g. +5 or -3.Run a compound through that process and you get a new compound at the new coordinates: A3 +5 = A8.The grid also contains known theoretical compounds with desirable effects, e.g. D11: “memory capsule.” To make one, start from a compound you have and chain modifiers from other things you’ve found until you reach the target.So D11 could be reached from A3 with +8, then +C (3 letters down), or from G8 with +3, then -C.Modifiers are exact: +5 does not let you go from D3 to D4. You specifically need +1.So exploration is about finding, analyzing and recording lots of starting compounds and operations, until you can synthesize what you need.A good baseline might be that naturally occurring compounds only exist in columns 1–5, while the really useful products are farther out, 6–20.This could drive a scenario or an entire campaign depending on grid size. You could even use a different grid each scenario, each representing a different family of compounds.Then add complexity:>Some cells are black: chemistry can’t go there, so you must route around them.>Some coordinates produce unexpected compounds, so random experiments can pay off.>Some of those products may be dangerous.>You can’t use the same compound more than once in a reaction, so distant targets require many ingredients.Etc. I think it has potential; the devil is in the details. Grid dimensions will probably matter a lot for playability. The image is a rough sketch.
>>98612371>d20 Fallout Homebrew.man thats some pleb shit you got there
>>98657695>tend to make the fetish content appear as a result of some failure or a "bad end">while playing skillfully makes you are less likely to encounter the magical realm events>this always seemed backwards to medepends on the fetish. For a basic example, a fetish to rape an NPC will probably need success rolls. A fetish to be raped, OTOH, needs you to play your character as if you did not want to be raped, but still be overcome and be raped nonetheless. Most fetishes stem from power over others, or the will to be overpowered, but those dynamics are represented in different ways.
working on a homebrew version of Memoir 44 edition based on METAL GEAR SOLID 4/im liking how its shaping out so far
Capitalism TCG hereProgress has still been slow, my lack of focus on any particular task means nothing is getting done. I'm working with an artist to start getting the 6 main characters realized which I think will have a domino effect on things like packaging design.Soon I'm also looking to get my LLC and trademarks sorted out. Does anybody have any experience or stories to tell with that? I'm not too nervous about it but it's a mental hang up for me>Thread Questions: What are you working on? What lessons have you learned during your project? Did you find any useful or neat tools?Working on an economic focused TCG rather than combat. I've consumed tons of game design discussion and it's hard to know what all has actually been absorbed. A neat tool I've found is Dextrous, a website that lets you make templates for cards and link it to a spreadsheet so you can update cards quickly
>>98611665Trying to make a miniature wargame with very few minis per player, 1-3 on average is the goal, with complexity coming from each individual mini having a wider range of options, though I am not opposed to having the occasional 6 mini team... Needless to say it's a bit of a challenge and during my research I couldn't find many games doing the same. I guess Battletech and TTRPGs for the most part. Do you guys know any more examples to draw inspiration from or shortcomings to keep in mind? The obvious thing would be that bigger teams will have bigger range of actions, but I've already taken that into account.
>>98647281>What are the key tenets for making a combat system that doesn't have a ton of parts and also isn't boring shit?Depends on you.Metrics and wants differ. The only way you can get a personalized answer is by playing and running as many systems as you can (I highly recommend you do this while designing your shit btw. You'll come up with novel but crude ideas when you lack experience, and can turn these into actually good ideas as you learn more) and then introspecting on what you liked, disliked, and why.For instance, I hate games where methodical planning is discouraged due to high random chance, fiat is the rule rather than the exception, combat isn't highly reactive, and "real life" is given consideration over fun. So I find that my key design goals, no matter what I make, tend to include something that prevents any of the above from occurring.Anyone who tells you otherwise is either trying to push something on you, or is genuinely stupid.
>>98661165An unusual suggestion: the recent Star Trek: Into the Unknown.Yes, the miniatures are all ships, but some would say that it's the officers on their stations that are the actual action economy there.
>>98661165Guild Ball
>>98661165Inquisitor is the obvious super small skirmish game. Xeno Force kind of is, but it's co-op so the design is rather different. Gaslands, but there the complexity is in movement templates rather than a range of actions.
>>98661165Check out Arena Rex. Its a gladiator game with teams as small as that, and the damage system isn't just pool of meat points, its a flowchart of reactions the model takes, like getting pushed around or knocked down.
>>98647281(me)Finally have the most basic blocks of combat, and I like it well enough. >>98650855 and >>98651695 were big helps, so cheers.What I've got is:>three combat attributes: speed, might, and grace>every attack has to roll against a target number (evasion stat) to hit, and then do another roll against a different number (physical mitigation or arcane mitigation depending on if it's a sword hit or a fireball)>speed helps you evade, might helps you mitigate physical attacks, and grace helps you mitigate magical attacks>weapons deal a fixed damage amount, plus their main scaling attribute as a bonus (picrel is the stat block I whipped up for a basic sword)>in addition to the basic balanced attack there are also wide and precise attacks that let you trade a wound penalty for a hit bonus and vice versaIt's basic but I feel like it's one of the hardest parts out of the way. Different weapon types are really easy to make now, and the most basic "I attack" option has some degree of variety and choice to it. Now to figure out the rest of what I need to do.
>>98661474>>98662006>>98663064>>98664726Thanks, will check them out!
>>98648320I'm doing a list of classic places to hang around or control. Each of these can be extorted monthly for an amount of coin, or can be used to hide a crime operation (contraband, gambling, counterfeit, hideout, etc). You may require the services or the use of the place, only to find out is controlled by another gang.IN THE CITYDocks: Local authorities control the arrival of the ships and who or what is on themPleasure District: In their labirinthine rooms you can find powerful people or criminals after a succesful heist. They are guarded by either shogun's or gang's men, and sometimes require to leave visible weapons at the entrance.Theatre: The place is filled with secret trapdoors and tricks. One wonders what strange things are hidden amongst their masks and fake weapons.Manor: Sometimes the home of a samurai, sometimes a hideout with multiple layers of traps. The rank of the owner is tied to the proximity to the castle; and often feature a walled garden.Workshop: Makers of a type of item, for a prize. Free artisans run their own workshop and hire apprentices. Slums: This people have little money, but the authorities won't care too much about what happens here.Press: They do from newspapers to books to shibari engravings, but aren't as fast as one may think. "Wanted" posters can only be printed by the shogunate, though.Pawn shop: Some items may be kept hidden until they trust the customer. They might ask questions about what you are selling, though. Doctor: Will make you recover faster. May know certain remedies. High rank doctors live and serve under a specific clan, while town doctors offer their services and often do house calls.Graveyard: a very quiet place, at night at least. Unless spirit activity happens.Merchant district: Good districts make good money, but have many gangs quarrelling for them.
>>98665564Charcoal Kiln: These people work hard picking up wood, and know some things that happen in the forest. Mountain/River Pass: Merchants and other travelers may hire people to cross them, as they can host an ambush.Crossroads Tea House: You can hear rumors of the whole nation on one of those. A good place for an interprovincial meeting if you want it to be a public place, or to leave a message for another traveler.Shrine: Some are ornate and guarded by priestesses. Others are rocks covered in moss. Ruins: can hide literally anything. They are probably dangerous but still attract the curious.Thermal baths: traditionally useful in a meeting when you don't want an enemy to pull tricks on you. They attract travelers and are usually accompanied by a modest inn. Lighthouse: Ships trust in them at night to avoid crashing against the rocks. When their light flickers or dyes naturally, old fishermen call it "ninja signals".Deep forest: Who knows what kinds of animals and monsters live in there. Definitelly not a place to find normal people.Temple: In normal circumstances, monks offer shelter for travellers and accept donations. Farm: If its small and hidden enough, it may evade the Shogun's collectors. Rural farmers normally gather on small communities ruled by a council that acts as a caller. They tend to distrust the official law and try to solve their own problems.I'm expanding the list today. Please write which kinds of places you'd like to settle with your gang of ninja gangsters
>>98665573those are WIlderness places. Sometimes wilderness places may appear on the city and viceversa.
>>98665564is this a massive sprawling city like Edo for example? or is this more steampunk ninja?
Anyone here familiar with lumen? Ever tried making games under that license?
>>98665645>Lumen Licensethere is a ton of stuff called lumen, and none of them are ttrpg related. What is lumen?
>>98665676https://gilarpgs.itch.io/lumen
>>98665644It plan it to have one Edo-type city, but also put the wilderness between cities as an scenario, with other cities having smaller Daimyos who might act against the Shogunate. Currently I'm deciding if using steamboats like in the meiji era and such, but surely no steampunk. Real life technology, but with some real magic and spirits.
>>98665720in that case you should add a palace where the emperor and the shogun reside. Also have an extra "gang" which are Yoriki and Doshin police armed with Jittes and weird magic stuff going around and arresting the ninjas. They work for the shogun and don't hold territories. they roam around the "map"
>>98611665>TQHaving a hard time starting the rewrite of my Bloodborne inspired skirmish game.
HELLOi am in need of good downtime systems from different games.I need downtime options inspiration for my system (sword and sorcery themed).
bump!
Making my own game is not exactly hard. The big issue is keeping up the motivation of doing it when no one else care and you lack enough tism to power through the lack of interest.Well more of a lack of interest is the an unwillingness of doing playtest and there is so much I can do with just solo play.
>>98671648Look into the carousing rules in the nebulith, they aren't originally from there but I don't remember who designed them
>>98676794>Well more of a lack of interest is the an unwillingness of doing playtest and there is so much I can do with just solo playI get ya.There was one system I playtested solo and felt so good about it that I actually run it with randoms I found online. My playtest had exactly the experience I aimed for. Campaign fell apart due to real life issue, as usual, but the system itself worked.Then there is another project that is just so big that a one-shot playtest would never be able to encompass all there is in it. Maybe should just do it anyway to rekindle that fire of passion.At the end of the day, we are all just making excuses for ourselves.
Bless you for making these threads! This gives me an opportunity to repost;I have had an idea recently which I think could be a fun basis for a game. Essentially it's inspired by Paper Mario/low number turn based RPGs but I'd like some feedback to see if the system has any merit. The basic gist is;>Every unit has a combat strength or power level; "units" are abstract and can mean multiple things (ie; a Sorcerer, his cultist minions, and a monster coming through a portal you can attack to prevent it from coming through all all "units")>Player characters have a power level as well>If you exceed the power level of an enemy unit, you simply defeat it>If you meet the power level of an enemy unit, you defeat it but take a wound/have a chance to be wounded with a random die roll>Multiple characters can gang up on one unit, but take a wound/roll dice with a random chance to take a wound which scales per character used to gang up on them. This means if you gang up on a powerful monster you can bring it down, but it will deal a ton of damage to everyone in revenge>Combat numbers of enemy units are not directly revealed to players (without abilities) but follow a general guideline; such as 1-2 being unskilled fighters and regular animals, 3-4 being trained fighters, 5-6 being elite fighters or magical creatures, etc.>Specific character items or monster mechanics can modify the outcome of these events; such as making a damage die larger to make it less likely for you to take damage or certain weapons boosting your power level against specific enemy types>Games primary gimmick is that each player-character is not created directly by players but more like an archetypal role in a story with a specific set of background abilities or skills; think less min-maxxing a class/race combo and more like "the princess" with no combat ability but able to save people from curses with a kiss or "the lone woodsman" with a great combat value against animals, etc.
>Because of the method of individual roles; each player's progression and progress through a campaign is more based on their archetypes; ie less finding +1 magic swords or gaining enough XP to level up and more finding their family's heirloom and unlocking their next tier of special innate magic which only their rare bloodline has, etc.The primary idea behind the game is each player is essentially controlling one or more "game pieces" where they have to navigate the game space or campaign with more distinct and flavorful abilities then a fantasy mileu. Moreso like a boardgame then a TTRPG but slightly more open. By having set levels of combat-power each character has a more concrete role in the game; less everyone piling on damage or optimizing and more like a puzzle with specific set combinations. There would still be some form of limited progression, but it would be more set in the world and measured given the small numbers and relatively limited nature of the game's combat.My main concerns I have with the basic idea is>Not enough dice rolling = boring? Combat too simple for min-maxxers for this reason?>Not granular enough for meaningful progression?>Too restrictive on players to play their new roles instead of letting them create their own characters, which is more common in TTRPGs.>Hidden information gimmick may be unfun or too easy to figure out?>Lack of direction without a meaningful campaign structure (this is a bigger focus which I think is good but won't touch on here since it's more about the "story" then the mechanics)What do you think about this rough outline? Are there any problems I'm not seeing? Do you think it's interesting?
>>98676794>The big issue is keeping upTo give some green back to your grass, do know that on the other end of that scale lies the inability to stop the tism.There you find yourself on year 10 of the quick and light-weight one shot system to introduce new players to RPGs. Your wip.projectname.docx begins with V4.2 and is longer than your thesis. There is a larger obsidian vault attached to it.Whatever play tester you've managed to retain having long since stopped trying to keep track of the rules changes, tone variations, But now there is a cool thread you're monitoring that discusses ship crewing rules and it's got some interesting Ideas.>The big issue is keeping down too.
>>98611665Hello, I'm back, Kickstarter goes live in t. minus now for the funny Super Kamen Power Sentai Ranger Rider Game. If you have questions, ask away. >>98677268Take a peak at Mayfair's catalog - Underground and the older DC RPG. They do a few things with a "Universal" measurement as well and may be a good baseline to start looking at it deeper. As for your concerns, really the main thing there is focus it down and set expectations. People are fine being "Shoehorned" into a role if they know that was going to be the gimmick from the start. Speed is also appreciated, but there would be some work needidng to explain "Yeah a group of [1] Power Units can still be dangerous" but it takes time. Your big things to "mix it up" for fun and such would be all the things to boost or decrease your numbers or the opponents numbers. >>98670232Rewrite's suck, the secret to huge success there is just taking time and putting notes on what does need fixing to make it appear more manageable.Give us a rundown, we're all friends here. >>98671648Barbarians of Lemuria is pretty simple with them, but I always appreciated them. Though I still need to go over the newer version.
>>98647281>What are the key tenets for making a combat system that doesn't have a ton of parts and also isn't boring shit?To answer that question you must first understand that it was never the combat system that made combat interesting, it always was what was happening ingame. "Complex" and "deep" combat always were retarded buzzwords that do nothing except attract MtG players and buildfaggotry, without actually making combat interesting.Once you understood this, you can now think about the minimum amount of rules you need to support the story happening in your game. Then reduce that minimum by 30%. Congratulations, you now have good combat.
>>98678400I completely disagree, with no depth to combat the beauty of your characters abilities cant be expressed. Whats the difference between a master swordsman wielding a longsword and a huscarl holding a brutish axe? In a simple system, nothing. Even dnd which is on the more complex side wont show the difference because ultimately both sides have high STR and use a 1d8 weapon, making it so it doesnt matter what weapon you are holding at any time. How can you show the abandon with which an angered warrior fights if he doesnt have a barbarian reckless attack feature?These are just two features
>>98678523>the beauty of your characters abilitiesJust go and play MtG or Diablo. You'll be happier and we'll be happier.>How can you show the abandon with which an angered warrior fights if he doesnt have a barbarian reckless attack feature?You don't have to, because nobody gives a shit. When talk with your friends about sessions of the past, do you talk about rules or about what happened?
I made a cute little game about being bounty hunters, exploring the galaxy, capturing bad guys, and stealing them off of your friends' ships. Playtests have gone well, still needs some balance tweaking.Right now when an opponent destroys your ship, you lose half of your equipment and the winner can steal all of your active bounties. But if someone gets a really powerful piece of equipment there wasn't an easy way to remove it from their ship.So instead we changed it to that you can choose 2 items off of your opponent's ships to steal between bounties and equipment.
>>98678606The rules need to reflect what happened, thats why they exist, everyone gives a shit about that.I cant say "i toss caution to the wind due to my rage at seeing my friend slain and attack with a flurry"*rolls the same as usual* nothing hits, *enemy rolls* nothing happens...On the other hand if the rules reflected my words:*rolls with advantage* i get 1 hit out of 2!. *the enemy rolls with advantage* i am slain, but i have wounded the enemy.If the rules dont reflect what you do, what good are the rules?
>>98677693Oh the game is basically finish. Any else would be a future thing, the issue is that there are thing that my solo playtesting did not pick up and it needs the crash course with more people.Wrangling people to playtest your wargame even if you provide terrain and models is harder than I expected. Like when I grew up people played random shit and homebrew all the time, but now? People seem to have an anxiety attack if you are not playing current FOMO and my old ass finds it so bizarre and tiresome.Even house rules for existing games are almost seen as heresy
I like to work on games in my free time, and I have a few that are all in a state that require play testing to do any more work on. The group that I play games with is pretty open to trying my random janky crap, but we only meet up for a few hours every week and have several ongoing games that we're like halfway through, so we never get the opportunity. I'm sad that my crap is just sitting on my ssd not being played. Thank you for reading my blog post.
>>98678400>I don't want any game in my gameThen why the fuck are you even in the game design thread?
(JJBA: PB, BT, & SBR - Homebrew)Ripple:>passivefocused breathing (+4 to rolls/+2 to initiative/1d4 + 1 of healing per combat encounter), clear breathing (+2 to rolls/1 initiative reroll per hour/1-2 points of healing per combat encounter), light breathing (+1 to rolls/1 initiative reroll per day/no healing), restricted or obstructed breathing (no modifiers).>activedirect contact or weapon strike (+5 to damage), charged direct contact or damage (2 turns/+10 to damage), ripple sent through lightweight material (1d6 + 1), ripple sent through heavy material (1d4 + 4), ripple stored within lightweight material (2 turns/1d6 + 2), ripple stored within heavy material (2 turns/1d8 + 1).>overdrivesripple overdrive (2x melee damage/once per encounter), hermit ripple overdrive (destroys objects up to medium size/ignores living creatures), zoom punch (extends attacks of opportunity by 1d4 feet), scarlet overdrive (inflicts burn upon critical hit), metal silver overdrive (2x to weapon strikes/once per encounter), sunlight yellow overdrive (1d6 hits per second/1d4 damage per hit/once per long rest), life magnetism overdrive (spend a round to form a construct using nearby organic matter/constructs provide a +4 bonus to all actions and movement/constructs require an entire turn to be dismantled or destroyed), deep pass overdrive (transfer the ripple to an ally upon death/ally gains a +5 modifier for 1 day).>techniquesweapon volley (lubricated weapons receive a +1 attack roll bonus/spend an additional turn to boomerang thrown weapons), ripple launcher (transform a held liquid or semi-solid into a powerful 1d6 * 2 cone projectile/single use), ripple cutter (transform a held liquid or semi-solid into multiple painful 1d4 linear projectiles/3 to 4 uses per encounter/inflicts bleed upon a critical hit), ripple hypnosis (force a nearby creature to perform a saving throw/creature is controlled for 1 round upon failure/combat is ended upon success). [Entry 1]
>>98680265When you were younger, people played games a lot.Young people still play games a lot we're just older.The conformism is just the normies growing up the space, weirdos don't care about rules, kids don't either. Remove the kids and add a bunch of normies to the mix you get more conformists. >Find your local RPG associations, mine has like a 3rd of the members doing nothing but homebrewing every kind of GMless game they can think up.Keep an eye out for the degenerates though, it's not worth it.
>>98682113>Young peopleIts the young that have this weird relation with wargames.If its not the current most up to date edition of a game they refuse to touch it. We are not talking about things that more than 20 years old, but things that they where playing literally a week ago.Another strange thing is that absolute anxiety they have for list building and how utterly confused they are about building an army without a list building tool.
>>98682123Kids like the new shiny thing.My GM from back then had 3 edition of DnD and 2 of GURPS the last time I saw himThe TT players, we have 5 editions of 40k, 2 of warjack spamm in the library.Lacking life experience, newer = better. You can still get them to homebrew, but homebrew requires an element of trust. Official is known value, your homebrew if they don't know you is pure random and tends towards terrible.>Think about whatever halfbacked homebrew you were dragged into back then, its their present expectation when you say I've got a homebrew to test.It's still easier with older people though, they have experience enough to make an educated guess on your stuff and have had enough basic everything that they'd be open to King of War but it's 10mm, setting conversion of BFG but with rules from DFA, and whatever horrible thing you cooked up.
>ripple extrasturquoise blue overdrive (1d6 + 2 damage/forces opponents damaged by this attack out of the body of water they're in), final ripple (an instant kill attack of opportunity/once per day/reduces player's hp by 25% upon use), ripple heart-attack (temporarily or permanently stop an unconscious living creatures' heartbeat/once per day), ripple beat (allow the under to walk across bodies of liquid or dangerous terrain/roll 1d20 dexterity check per 50 feet), ripple leap (increases jump height by 2x after a deep inhale), ripple wizardry (conductive materials deal 1d4 + 1 damage per turn while wrapped around an opponent), ripple mastery (encases player in a coating of ripple that deals 1d4 upon contact/forces attackers out of melee range/once per hour).>additional effectsdeep breathing - increase movement speeds and physical defense inside, or outside of combat.mind reading - relaxed, hypnotized, and sleeping creatures (living) can have important information/memories gathered from their brain.sustained ripple - objects and fluids imbued with a focused ripple can be held in place, against the forces of gravity.ripple connotations - when used against the undead, it ignores any defense stats/buffs, and always inflicts burning.way of the ripple - sendo is a lifestyle, and requires the relinquishment of any prior lifepaths or class training; any previous levels are reset to 1, however class feats already gained are kept. [Entry 2]
>>98678677Looks super interesting. Do you have rundown of the rules?
Been working on a mystery dungeon type of game for awhile, and I actually have the dungeon generation rules finished. Now, I'm sure they'll change as I playtest, and I have a thousand other things that need fucked with, but that is a decent chunk of my game feature compete, what a weird feeling.
>>98630369The anti Ai shit is really annoying to deal with. I get not wanting to see low effort slop but these people have no sense of balance. It's all black and white.I got banned for posting picrel. I used AI to uncrop the borders of the art to have more leanway fro printing margins and more freedom in placing the art on the card. This somehow considered a heinous act in spite of it being 99% cutoff if you were to actually print this.
Spin:>basic rotation (level 1 - 5)small non-spherical objects (can be rotated toward or away the player).weak materials (dirt, sand, gravel, wood-chips, and similar materials, can be ground into small spherical beads/1d4 damage when launched at opponents).air spheres (can be formed by rotating the air with 5 feet of the players; this requires 2 full turns to perform, and can be used to force nearby objects or creatures 5 feet closer/1d4 + 2 spread damage up to 15 feet when dispersed).hard materials (clay, aluminum, rust, and similar materials, can be ground down and formed into a small throwable sphere, the size of a pool ball/1d20 number of uses/1d6 + str damage when thrown).strong materials (stone, meteorites, metal, etc... can be used to make unlimited use projectile spheres, that retain their shape upon use/2d4 + str damage when thrown.>basic body modification (level 2 - 6)"when utilizing sphere"skin & bone (roll a d20 to successfully harden your own, or another's, body/reduces incoming damage by 1/3).fluids (roll a d20 successfully force your own, or another's, body to expel large quantities of water/reduces a creature to a lower weight/size class).repel (force a creature out of melee range or disperse lightweight hazard/free action).limb twist (roll a d20 to successfully coil up the targeted limb of an opponent/at the end of the target's next turn, they are forced to perform an action of your choice/attack self > trigger nearby trap > leap > grab object > destroy object > turn around).pain dull (removes a creatures ability to feel pain temporarily).close wound (removes poison or bleeding/once per encounter).rapid aging (grants allies an aged appearance temporarily, and results in a more youthful appearance for 1 day after the effect wears off/slows movement/free action).simple mirage (camouflage a small object, or cluster of small objects, within line of sight/performed by spinning sphere in place along the ground/2 turns).
>>98682360Whats happening is the following.Super low quality AI is flooding EVERYTHING. Any measure to stop this by requesting quality is subjective, the easiest way to deal with this is to ban all generative AI and as such assure a minimum of effort.People who use AI and put in serious effort get caught in the middle but are considered acceptable casualties.The foam-at-the-mouth anti-AI crowd is encouraged by everyone else to maintain this.
>>98682306Can you share your dungeon creation system?
>>98682580>acceptable causalties>they were mean with me onlinefucking faggots desperate for hugboxes, the internet doesn't owe you tolerance for anything. You're no different from someone getting mad because they read nigger in 4chan.
>golden rotation (level 6 - 12)"when observing golden rectangle"enhanced spheres (2d6 + dex damage on hit/a natural 20 roll allows a second sphere to be thrown, if available, and a subsequent natural 20 automatically knocks the target unconscious).enhanced body modification (using a sphere; spend a turn to flatten your own, or another's, body for 1 round/halves incoming damage).satellite sphere (for one turn, halt a sphere mid-throw for as long as you want/this sphere can no longer be used, however any sphere that collides with it will gain a plus +2 to accuracy, if intended to strike a creature or object).enhanced mirage (create an illusion of yourself, granting +4 to movement and dexterity actions for 1 round/2 turns to set up using sphere).sneak attack (as a free action, hide a sphere in an unknown location/sphere is out of use, until player decides to let it fire off/1d6 damage on hit).shaving (can shave of the hair of creature in range with a sphere, as a free action/or inflict a 1d4 skin wound as a full turn/no accuracy roll).ataxia (on a successful d20 headshot with a sphere, the targets line of sight is split in half for 1 round/always deals 2 points of damage/player chooses which side of their vision is effected).>magical materials (level 13)when incorporating supernatural objects or materials into a sphere, that sphere gains whatever additional effects and abilities that are possessed by other magic items made of the same materials.
>>98682593If you can read it sure. Obviously a still needs work. A lot of stuff relating to my combat and overworld mechanics are left undefined because those systems are in a state of flux. The shape of the room is stolen directly from 2d6 dungeon, the rest is me attempting to get that mystery dungeon feel. This is meant to be played solo if that isn't obvious. Now I need to rebuild my magic system and start banging my head against creature generation.
>>98682618Anon i am just explaining the situation, i dont even use AI. Acceptable casualties is the best term to use.
>>98682678Hm, for Graveyard, Toxic Clouds should be Cursed Ground. I should proof read before posting.
>>98682678It has an elegance to it. I like it.
[Final Entry]>perfected golden rotation (level 14)horsepower (by utilizing the energy generated by a mountable quadruped, your character gains the ability to summon a small to medium sized creature from within a thrown sphere; with this same creature being available to be manifested upon any natural 20 roll the occurs after the first summon/creature ignores defense on successful attack rolls).>ultimate powers (level 15, rolled by 1d4)enhanced rapid aging (every turn the opponent spends within 2 to 3 feet of the summoned creature, they age considerably/decreases all stat modifiers by 1 each round).infinite rotation (after a summoned creature successfully strikes an opponent, that opponent will be forced by to the location it was hit/return happens at the end of each round, and can only be canceled by with the consent or death of the player).explosive spin (adds 1d4 + 1 blast damage onto any projectile attack done by the player's summoned creature/once per round).go beyond (any liquid projectile a summoned creature has access to, can be charged for two full rounds before being fired; the charged projectile moves in a straight line, and bypass all obstructions/deal 1/3 of the targets health/pushes the target 10 to 20 feet backwards).
(JJBA: Stands)Abilities:>direct contactCertain stand users have to get their hands dirty during combat. Their stands might possess an overwhelming power, however their physical capability is limited, and their range extends only to the users own body. D is the maximum range possible for this category of stand, and unless the ability strengthens over time after activation (ex: i am a rock), then it's safe to assume that D is the extent of it's potential as well. Killer Queen and 200 Balloons are two stands that work through direct contact with a target; fittingly, their abilities ignore defense, so high speed/ high speed would a good template for a stand like this. [primary stand stat: power]|A - activates upon contact, B - activated as a free action after contact, C - activates the next turn after contact, D - activates 1 round after contact, E - activates 2 rounds after contact.|>indirect contactThe alternate to contact stands; utilizing bodily fluids and inanimate objects to deal damage to opponents. Sex Pistols and Ebony Devil are two examples of the variety this category of stand possesses. These stands focus of precision, staying, and range, being able to operate far from the user (empress is another excellent example); a template of high range and high staying, with a similarly poor potential as with direct contact stands.[primary stand stat: staying]|A - persists after user's death, B - persists after user loses consciousness, C - persists under 25% health, D - persists at 1/3 health, E - persists at 1/2 health.|
>>98678339When are you opening commissions again?
>martial combatRather than solely relying on their ability, martial stands are great for ending conflicts quickly, using the physical fighting prowess of the stand itself. The vast majority of combat focused stands are humanoid and possess a C in range or power; their abilities are often time simplistic and limited, yet the stands potential for growth is helped by their greater mobility. A good template for this category of stand, would be Crazy Diamond (with its A in speed and power, while having a mere D in range).[primary stand stat: power]|A - capable of explosive-level physical output, B - capable of ballistics-level physical output, C - capable of demolitions-level physical output, D - capable of lethal physical output, E - capable of blunt-force physical output.|>ranged combatIf you don't feel like putting your stand, or yourself in harms way, then a ranged stand can mitigate most risks; at the expense of dealing the same amounts of damage as other categories of stands. Hierophant Green is the go to template for this type, being physically bullied by most other stands, but capable of locking down a city-block with a long range projectile trap (20-meter emerald splash); a long range/low damage stat spread is to be expected of these types, so it's best to focus on precision.[primary stand stat: range]|A - projectiles fired from long range/extends indefinitely, B - projectiles fired from mid range/extends to long range, C - projectiles fired from mid range, D - projectiles fired from close range/extends to mid range, E - projectiles are generated and controlled directly from the user's body.|
>elementalStands that channel godlike power, by alternate the fabric of reality itself. This manipulation of forces usually extends to basic laws of nature, such as heat (Magicians Red), electricity (Red Hot Chili Pepper), or liquids (Clash); however, physics altering stands like The World and Wonder of U can fit this category too. These stands are ridiculously strong, yet physics itself can often get in the way, since many of these stands possess the properties of the elements they control. Development might be the best stat this type have going for them, due to the natural creatively afforded by playing around with nature; this is why i believe Gold Experience is the best template stand to use as a base. GE is an extremely physically average stand that provides its user nearly limitless creativity; a high potential/ average strength, and slow speed stand.[primary stand stat: potential]|A - gains an act every 5 levels, B - gains a sub-stand at 10th level, C - gains a related ability every 5 levels, D - ability becomes more complex after 8th level, E - ability receives a +1 increase to its attack roll modifier every 2 levels.|>objectThis category is pretty self explanatory. These stand appear as either regular stands that function as objects, or are bound to physical objects. Bound stands can be seen and destroyed by non stand users, and are the only stands that function this way. Anubis is the easy pick for a template stand; a destructible, yet destructive stand, that becomes unstoppable over time. Anubis' user is long dead, meaning it also helps illustrate the main strength of bound/object stands, which is their resilience.[primary stand stat: staying]|A - resists high-powered explosive forces, B - resists natural disasters, C - resists intense pressure, D - resists superhuman strength, E - resists brute force.|
(note: anomalous stand abilities, like Tattoo You!, are up to player discretion.)>A.O.EThese stands rarely if ever fight, when they even need to, and usually perform poorly against other stands. This is why, their abilities then to focus around reducing the capability of opponents, such as Grateful Dead and Man in the Mirror. The obvious template here, is Green Day, an incredible slow and weak stand, that forces every organism in range to play by its rules, unless they quickly perish; instantaneous ability, with absurd range.[primary stand stat: speed]|A - ability triggers instantly upon meeting condition, B - targets suffer worsening effects of the ability the long it's active, C - targets gradual suffer effects after conditions are met, D - a single target passes on the effects once the condition is met, E - ability activates after a designated period of time once the conditions are met.|>automatedTheoretically the strongest category of stand, if it wasn't for the lack of control. These stand do not return damage taken to the user, and often can't be destroyed. These stands really on precision and speed to carry out automated tasks/goal, though they usually have a built-in deactivation condition. California King Bed is a decent template; it lacks any combat potential, but easily neutralizes opponents. Not much to say for this type, other than fully grasp the nuances of the ability before trying to activate it; remember to specify activation and deactivation conditions.[primary stand stat: precision]|A - can perform tasks regardless of difficulty or distance, B - can perform tasks at an incredibly long range with little difficulty, C - can perform tasks at long range with moderate difficulty, D - can perform tasks at close range some difficulty, E - struggles to perform most tasks when away from its user.|As for colony stands... unless the colony numbers in the hundreds like Harvest, then assume most enemies can easily dispatch of individual units.
>>98658448Inspired at all by the game Potion Craft?Your post has reminded me of a similar scenario in the game I'm planning, giving the ability to test and leverage alien fungal growths for magical effects in a fantasy setting, and I hadn't considered the possibility of making a minigame puzzle out of it rather than guesswork and fuzzy logic. I like it! There is definitely potential.I had typed out a suggestion for a radial arrangement of effects with the active coordinate clustering around the origin, but in hindsight that seems to introduce more problems than it solves. Other than a more intuitive arrangement of effects, I think the biggest draw for a radial arrangement would be a a way to give players a more organic understanding of the general direction on-grid based on the physical characteristics of the material as they learn to associate certain features with particular angle directions. My only complaint is that the placement of desirable compounds in your example grid seem arbitrarily, and unless the materials are reasonably accessible and easily tested it seems difficult to know whether a given outcome will be useful enough to warrant exploration of effects beyond distance from X. Granted, the issue is less relevant for a campaign built around the minigame as an occasional necessity, but making effect navigation more intuitive without giving away the particulars of a given compound could lend itself well to a general alchemy system to slot into most anything.
>>98682693IMO i dont like or use AI, so i dont have an encyclopedic knowledge of every quirk i can use to find it. so if i find one sign of AI it might just be a trivial bit of rephrasing or autocomplete, but it might also be the only visible sign that the entire work is slop untouched by human hands. obviously id prefer not to take a hardline stance on everything, but the only way i can ensure im getting something real is to totally reject anything with any trace of AI in it, regardless of quality or apparent level of effort. it cuts both ways, obviously i never use AI for anything either. but yeah i think for a lot of people any genning is going to be intolerable. so long as AI continues to blight the planet it's consequences are going to be SOMEONE's problem. i hate that shit so im definitely not letting it be my problem, so it gets passed up the chain to anyone trying to sell me something made of it.
I've had this idea for a while about making a print-and-play solo rpg with tactical battle maps, but my writing skills just aren't there, and my art skills are still very basic after years of semi-regular practice. I don't know how I'd even start to approach it besides practicing skills for now, and investing more time into existing solo rpg offerings.
>>98611665I just signed a contract for my most recent game, so now I need to figure out what I'm going to do for my next game. I've got another small side project that's 90% done right now, so I'm not going to spend too much more time on it, per se.
>>98688745Just make the game and worry about making it not look like ass later.
Ill bite you if you dont work on your game today
>>98692745Welp, I'm dead then.
>>98692745I haven't worked on my game in months thoughbeit
>>98688745I agree with >>98690896. Start with the gameplay and mechanics, worry about art and lore later. That's what I did with the game I just sold to a publisher. (I'm >>98688812, btw) The initial cards had no art, just the icons and information needed to test the game's mechanics. Only after that was done did I do up artwork, get the setting thrown together, etc. Also, another note for everyone else, public domain artwork is amazing and an incredible free resource that too many people sleep on. Seriously, go to The Metropolitan Museum of Art's website, and check out the public domain offerings they have there. Huge ass images, high resolution, free to use. You didn't even need to give them credit.
>>98698734NTAModern War (great rpg if you need what it's going for) is an example. Most images are straight up from wikimedia commons and it is still a good, playable rpg with only rule clarity issues.
>What are you working on?WoD parody called "Henchman the Gooning" Name is placeholder until it isn't. The primary idea is that the party are henchman for a certain villain, and have to balance their Obedience. More obedience gives you greater power as you become attuned to your master's wishes but lose your individuality, giving some buffs. At 10 Obedience, you're nothing more than an NPC peon who follows orders to the letter, robbing you of your self-awareness. I'm going to style the game to imply that humanity has always wanted someone or something greater to tell it what to do. From Jehova to Pol Pot, the masses only want one thing: A purpose, one they don't need to think about. It's a little hackey and more than a little camp but I like the idea. I wanted to tune it more zappy where characters dying is pretty typical, but their deaths don't matter if they're not canonized in the setting, allowing killed characters to come back in other sessions unless their death is a plot point. Sort of like episodic cartoon shit.
>>98701062>YEARGH>AWH MY GOD, AH GAWD, YA SHOT MEEE, AAARGHHH>YER DEAD, PAYNE!
>>98703534I've been doing some brainstorming and I'd like suggestion on GOONTYPES aka Archtypes. There's the typical Muscle Tough goon, the Gun Totin' Goon, maybe the Tech Goon, a Science Goon... We need more Goon types. Just the role a player would take in the villain's organization. Some of the ideas I had were like a 'medical goon' who augments other goons with dangerous chemical cocktails and meth.
>>98705259You should really distribute them based on their crimes rather than something so abstract as "gun goon" and "tech goon". I really like the idea btw, I hope I can hear about it outside of this thread at some point. Awesome concept.>Burglar: stealth, larceny>Carjacker/Chaffeur: drive, larceny / mechanics>Enforcer: brawl / firearms, intimidation>Racketeer: finance, lawOfc not mutually exclusive so an enforcer can have melee / a racketeer isn't limited to being a wrench monkey for economics. Those are just examples If anything that one is just part of listing what stuff organized crime does. I think white collar crime should still be represented even if the game is about comic book goons.Also the obvious question, is WoD stuff allowed to cameo?
>>98705543>is WoD stuff allowed to cameo?Absolutely, the entire idea was half-inspired by moochava's Genius the Transgression and my very vision was a squad of henchmen getting torn apart by a Garou while they're trying to steal a rare bird from the City Zoo.
>>98611665>Thread Questions: What are you working on? What lessons have you learned during your project? Did you find any useful or neat tools?I jump between a mech game based on the W40K-rpg and fantasy rpg of my own making.I've learned it is significantly more fun coming up with ideas/concepts than it is to translate them into mechanics, as I have been brutally confronted with my own inadequacy in designing and balancing mechanics and have since become overwhelmed by decision paralysis.I really do like the core idea for my system but making it coherent, not to mention just somewhat balanced, has proven to be a daunting task for which i am ill suited.I did find a free map program i really like, so theres that at least.
How unoriginal would a munchkin-esque lobotomy corporation/scp game be? I'm thinking about it but I feel like everyone has already done itYeah I posted it in the wrong thread before fuck you 4chan
>>98611665>What are you working on?A spiritual successor to Planes and Mercs. Tactical jet combat in the modern age, slamming two neat games together to create a chimera of a game that gives you the ground combat of battletech with a juicy squadron management layer and mercenary fun akin to LANCER or some such. Currently implementing the rules into a Foundry module and let me tell you, the volume of work that goes into making a game in fucking crazy. That's before I even touch the fact that I can't do art (yet) and need to actually codify all of my notes into a single document if it's going to become a rulebook.
>>98692745I need to read references to come up with 1930's corporate industrial flavor text
>>98711711Hey, I was part if that for a minute. My character died on their first mission, and before getting another chance there was a huge crashout between two aussies and half the GMs left, good times.
>>98611665>What are you working on?Working on a Soulsborne system, attempting to emulate Souls combat the best I can. Currently looking for playtesters right now, since I want to make sure that the core combat system is fun.
bump!so I can post something tomorrow
Is the Derailed anon still around?Wonder how the game development is going.
A games thats really just craps but with a fantasy sci fi wargame pastiche
>>98614014I havent forgotten about this, just got a bit side tracked by a family vacation and a bunch of ideas I had to sort through.
>>98611665>What are you working on? street-focused unit skirmish somewhat like the total war series.>What lessons have you learned during your project? rolling to-hit fucking sucks for 3+ units.>Did you find any useful or neat tools?I wish. first day doing this
>>98611665>What are you working on?I want to translate dice-based RPG systems like those from Genesys or Warhammer Fantasy 3rd ed. into card formMy initial idea is something like this:>Each player has a 30-card deck that represents their abilities, equipment, and allies.>Players also have 12 colored dice that represent their stats.>Dice can be white, red, blue, green, or black. Each player has to bring exactly 12 dice with at least 1 die for each color>Players need to play or use cards to acces those dice.>The game uses a round-based system rather than the more common phases or steps.>A player may initiate a scene whenever they play a card (they do something important) or decide to attack.Then the opponent may counter that player's intentions. After resolving the scene, the opponent player gains the initiative. It's like "I go, you go" until both players decide to skip consecutively.Is this a foolish endeavor?
>>98730872why not just roll dice on the card itself?
>>98730943dice serve a double purposethey may be discarded to generate resources and spend those resources to play more cards.or add those dice to a scene, either by attacking or improving the chance to succeed in that scene.players may "channel" cards from their hand to gain access to some dice.for example, the player has the card "Gather Information," and they have two options:>they may channel it to access some blue dice so they can be used later>or play the card immediately to gain the card's effects
>>98730872>>98731021I'm not totally against it but right now it sounds like a lot happening. 12 colors of dice x 4 players plus whatever the GM needs, to me, is too much happening.
>>98711711i'm super interested in this anon. do you have a title or any way I can look into it?
one thing I've gotten a mostly complete ruleset for (just need to do actual units/lists/force building rules... I'm considering making it scenario-based to start) is a large-scale modern air combat game intended to have a cinematic tone e.g. ace combat, with 30+ planes/vehicles involved per side, with radically simplified movement/positioning rules based around a small grid of zones and simple orthogonal facing.my latest focus has been trying to come up with clever gimmicks to simulate fuel and ordnance depletion without having to actually track it. I also have a wacky alt-history setting that goes with it involving the empires of 'christendom' (French, Dutch and Spanish empires plus fascist Russia and Taiping China) versus the 'heathen axis' (Aztec empire, Mughal empire, and an apostate 'dark enlightenment' British empire plus oddities like a corrupt sioux-dominated american republic, a kingdom of israel based in ethiopia and east africa, and british-controlled arab kingdoms)
>>98733349basically combat is activating 'flights' of 4 to 6 (or just 2 for an ace and wingman), with a simple statline of air attack/ground attack/agility/stealth/sensors, simulating fog of war by allowing a few un-detected units to reposition each turn before movements, and using a simple d12-based rolling system, with each 4 that you beat the opponent by increasing the number of hits/effect and natural 12s producing an automatic extra hit/effect. there's also a whole minigame for ace-vs-ace or ace-vs-elites 'duels'.
>>98732775sorry, anon, you got it wronglet me try to clarify what I meantmy intention is to turn the system behind Genesys and Warhammer Fantasy into a card game, not to add cards on top of the dice system and the roleplaying elements. There's no GM, just two players competing against each other.each player has a deck and a small amount of dice that represent their character, their abilities, resources, connections, allies, and so on. Basically, the deck itself becomes the character, without needing an additional card that represents the player as an avatar or champion.
>>98665564I realized i have a good system for reaping money each session (the gang gets coins equal to the sum of their territory value, with many hsrvests per session if the Game stalls and we do time skip) but i dont have enough good things to spend that money. Technically that can be anything from a ship, biilding a base with traps and such to improving the gang's drip, to hiring a cohort (a sub-gang) I Will make a big list tonight. I want It to work at gang level (pcs or NPCs mnaaging the gang collectivelly) but keep the minor spends at pc level automatic, such as buying food, basic gear or a new set of kunais, providing they are not broke. I want a list for "big expenses"
>>98611665Dunno if abstract strategy homebrew is on topic but I'd appreciate some help fleshing out "the spacer's game". It has a couple of characteristics I'd like for lore / aesthetic reasons >>98734266 and hopefully anyone into the genre of ttgs can shoot down especially retarded and / or unfun mechanics.So, while rules are supposed to differ from spaceport to spaceport at its core it's a mancala-like three player game played on a trefoil knot (pic related). Pieces are white one side and white with a black stripe on the other to represent whether they're over or under the topmost line of the intersection they rest on. A turn consists of running a certain number of pieces along the knot with the aim of "catching" pieces as they pass by one's own loop (each player with a hemicircle in front of them, top, lower left and lower right in this pic's case).That's the basic stuff I'm sure of, what sounds fun but may be utterly impractical are the following:>flipping between white-top and stripe-under naturally occurs every step as you follow the knot's path, in some circumstances the player can drop / jump their pieces, IE flip them and take the other path to next intersection>this matters because players can modify their own stretch of the loop, perhaps this is involved in the capture process>some diplomacy-like mechanic where players can interrupt or grant passage to pieces moving through their loop (another reason to flip and take the inner path) would be cool too shifting alliances of two against one etc...>a pool of pieces is "invested" into the middle triangle, one for each step, with other players able to up the ante (maybe to "steal" a turn / circuit) but blowback for all if a threshold is surpassedI don't need this to be a fully fleshed out or massively engaging game. Just one that at least has some veneer of internal consistency to it and expresses the setting's themes. Any suggestions of inspiration I've doubtless overlooked would be welcome as well.
>>98738536Hmm, some more thoughts:>players alternate the state of the knot-track by placing pieces upon it, that means there are four states: clear, white, stripe parallel and stripe perpendicularDunno what the states are but there are some to play with at least.>these changes are "paid" for with pieces from player's own bank, balance between progress to win and building engine>pieces "paid" may go into central triangle adding to that "simmering reactor" mechanic, a rival can maliciously "spend" to make others' expenditures an overload risk>this would require the player who triggers blowback to stuffer harsher consequences than the othersI feel like the detonation brinkmanship should be a prominent mechanic, a player routinely ganged up on by the other two should be able to flip the table. Perhaps there's a limit of three blowouts before the game ends with alternate scoring, this allows the underdog to rule the rubble but if the 2 allies see this coming one can switch to "helping" the underdog in such a way that they'll be fucked if they proceed in flipping the table. The underdog then starts playing normally and the "hindering helper" is motivated to make their sham alliance a real one (until further backstabbing ensues).>players can place modifier tokens on their own outer loop and straight lines of the inner triangle attached to itThat means top player in pic would have sole control over the top outer loop yet contest upper left to bottom inner straight line with bottom right player and upper right to bottom inner line with bottom left player.
>Penetration Diceroll a d4 between two other dice; the two die are added together then halved, and rounded up when the result is odd.weak material (ex: wool) = 2d4average material (ex: wood) = 2d6strong material (ex: steel) = 2d8magical material (ex: mithril) = 2d12>ModifiersIf your d4 roll exceeds the result of the double dice, then you gain a +1 to your damage roll; a -1 is granted upon failure to penetrate the enemy's protection.If you happen to roll two consecutive 4's on your d4, then that is treated as hitting the same location twice, so the +1 is adjusted to a +2 upon an exceeding roll.(Bleed can only be inflicted using piercing weapons, such as a spear or rapier.)
>>98682244Here's the cliffnotes:Each turn you draw a card to your hand. Each card has an action mode and an equipment mode. You can play one action mode per turn (yours or opponent's), play one equipment mode on your turn and attach it to your ship, move one hex, and capture, steal, or claim once per turn.Action mode has more powerful effects but you only get it once and once per turn. Equipment mode gives you permanent buffs to your ship.When you're on a planet of a color that matches the color of one of the bounties on the bounty board, you can try to capture them. Roll a D10 and add any bonuses from action and equipment cards on your ship. Match or beat, and you place that bounty on your ship. Lose, and you lose equipment and bounties and get sent back to the starport (center tile)An enemy player can try to steal your bounties from your ship by being on the same hex as you, you both make a capture roll and the winner steals some equipment and the bounties from the other. The loser gets sent back to the starport.If you make it back to the starport with bounties on your ship, you can claim a number of credits equal to the capture value of the bounties you turn in.Whoever has the most credits after 15 bounties are claimed is the winner!I'm getting some small rocket ships printed up for the next batch, and some black tiles to make it more spacey.I think I want to go with an old timey space age comic look to it.