[Boards: 3 / a / aco / adv / an / asp / b / bant / biz / c / can / cgl / ck / cm / co / cock / d / diy / e / fa / fap / fit / fitlit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mlpol / mo / mtv / mu / n / news / o / out / outsoc / p / po / pol / qa / qst / r / r9k / s / s4s / sci / soc / sp / spa / t / tg / toy / trash / trv / tv / u / v / vg / vint / vip / vp / vr / w / wg / wsg / wsr / x / y ] [Search | Free Show | Home]

Game Design General

This is a blue board which means that it's for everybody (Safe For Work content only). If you see any adult content, please report it.

Thread replies: 209
Thread images: 46

File: game_design_general.png (941KB, 1006x706px) Image search: [Google]
game_design_general.png
941KB, 1006x706px
A thread dedicated to discussion and feedback of games and homebrews made by /tg/ regarding anything from minor elements to entire systems, as well as inviting people to playtest your games online. While the thread's main focus is mechanics, you're always welcome to share tidbits about your setting.

Try to keep discussion as civilized as possible, avoid non-constructive criticism, and try not to drop your entire PDF unless you're asking for specifics, it's near completion or you're asked to.


Useful Links:
>/tg/ and /gdg/ specific
http://1d4chan.org/
https://imgur.com/a/7D6TT

>Project List:
https://docs.google.com/spreadsheets/d/134UgMoKE9c9RrHL5hqicB5tEfNwbav5kUvzlXFLz1HI/edit?usp=sharing

>Online Play:
https://roll20.net/
https://www.obsidianportal.com/

>RPG Stuff:
http://www.darkshire.net/~jhkim/rpg/freerpgs/fulllist.html
http://www.darkshire.net/~jhkim/rpg/theory/
http://www.therpgsite.com/showthread.php?t=21479
https://docs.google.com/document/d/1FXquCh4NZ74xGS_AmWzyItjuvtvDEwIcyqqOy6rvGE0/edit
https://mega.nz/#!xUsyVKJD!xkH3kJT7sT5zX7WGGgDF_7Ds2hw2hHe94jaFU8cHXr0
http://www.gamesprecipice.com/category/dimensions/

>Dice Rollers
http://anydice.com/
http://www.anwu.org/games/dice_calc.html?N=2&X=6&c=-7
http://topps.diku.dk/torbenm/troll.msp
http://www.fnordistan.com/smallroller.html

>Tools and Resources:
http://www.gozzys.com/
http://donjon.bin.sh/
http://www.seventhsanctum.com/
http://ebon.pyorre.net/
http://www.henry-davis.com/MAPS/carto.html
http://topps.diku.dk/torbenm/maps.msp
http://www-cs-students.stanford.edu/~amitp/game-programming/polygon-map-generation/demo.html
https://mega.nz/#!ZUMAhQ4A!IETzo0d47KrCf-AdYMrld6H6AOh0KRijx2NHpvv0qNg

>Design and Layout
http://erebaltor.se/rickard/typography/
https://drive.google.com/folderview?id=0B4qCWY8UnLrcVVVNWG5qUTUySjg&usp=sharing
http://davesmapper.com
>>
Let me get the ball rolling!
I know the OP says
> try not to drop your entire PDF unless you're asking for specifics, it's near completion or you're asked to.

but I'm going to do that for a few reasons -
1, it's actually scans of my whole development journal so you can see the thought process, start to present.
2, I'm working the graphic design out along with the mechanics so you get to see some sketches too.
3, it's what I got.
>>
>>46837941
Here's the one missing page.

I should have the ruleset typed up later today. Hope so, cuz I'm supposed to run it this weekend. There's some mismatched .txt files I could share, but they don't make any more sense than the .pdf and don't even look as cool.
>>
>>46837941

Try typing it out in plain text, because that is basically unreadable. It looks like the work of a madman.
>>
>>46837941
Can I ask for a brief summary?
>>
Getting close to done with this revision of my push-your-luck RPG. It kinda plays like a fantasy version of the Crank Movie. Just wanted to share the character creation and basic dice mechanic.

The character creation is mostly narrative, but it's pretty crunchy and tactical due to abilities/other rules. Would love any feedback or questions!
>>
I spent this week whipping Word to do my bidding in creating character sheets to my specifications. Here are the results.

All I can say is thank god for text boxes.
>>
>>46839619
That looks really nice! What fonts did you use?
>>
And here's the sheet for spacecraft design. The idea here is that you draw or paste a picture of your ship, and then draw lines to up to 10 hit locations and detail what they do. In theory. Hopefully there's enough space in practice.
>>
>>46839634
Header/section font is Agency FB. Lesser font is Cambria.
>>
File: 1451811090468.gif (2MB, 279x212px) Image search: [Google]
1451811090468.gif
2MB, 279x212px
>>46839619
I like the style of the sheet. Looks very clean and you can read it without anything in the middle. Well done!
>>
>>46839644
Grrrr just noticed the spacing problem with the first Weapons ( ) [ ] under Systems. Don't know how that happened...
>>
>>46839661
Recognized that font instantly, we use it at work for every-fucking-thing like some workplaces use Arial or TNR... It looks so much better on headers than it does in a report body.
>>
File: Cell Phone Text Messaging.jpg (4MB, 3488x2616px) Image search: [Google]
Cell Phone Text Messaging.jpg
4MB, 3488x2616px
Bear with me, this isn't a typical game that you see in here, but, seems like the right place to discuss it.

INTRO:

I have been working on this game concept that is based off of a previous random sms app I built. Where you could message a phone number and that would randomly connect you with another user who also messaged the phone number, it was a fun experiment, but kind of trailed off as there is not much to do after you shoot the shit for a bit.

TECH:

The only interface to the game is SMS, you text the game's number and you receive replies from the game. I like this as a kind of cyberpunk-ish interface and the real life feeling of sending messages to others out in the wild. Don't worry though, all the messages go through the game's number so your phone number is never exposed to the other players, and it will follow the standard SMS rules of if you send "STOP" to it you will immediately and forever stop getting messages from the game. I have all the tooling to do the message dispatching so don't worry about the technical side of it.

GAMEPLAY:

You are given a key-code and all other players are given a key-code as well. This is just a random string but key-codes are at the heart of the game. Key-codes have roles or properties associated with them that alter your player. I will go into more detail on that in a minute. The goal of the game is to trade with enough other players and find out enough information that you have the correct sequence of key-codes. You have one try to submit the correct key-codes that you have traded and collected.

You start off with only one key-code slot and one key-code. You are given a list of other players 'callsigns' where you can initiate a trade, report them to the GM, or just send them a private message. You trade to create different combinations. The reason to collect codes is that this is how you will win, but you need to gain a few slots by either 'outing' another player.
>>
>>46840467
I can't even fathom using Agency for body text. My eyes hurt just imagining it.

Fixed that Weapons spacing thing, for my own peace of mind.
>>
>>46840542
I used up all the space, but looking for feedback on concept / gameplay. Or if it doesn't sound interesting. Thanks All!
>>
>>46837941
looks like you had a lot of fun designing it.
>>
File: 1359320744239.jpg (472KB, 848x1200px) Image search: [Google]
1359320744239.jpg
472KB, 848x1200px
Point cost balancing: How the fuck does that work?

How much should I weigh range over damage over speed? I know force multipliers like buffs and debuffs are something that needs playtesting and will vary enormously with crunch, but where do I even start? Copying other TTS systems seems like a bad idea, because I haven't found a one that is transparent about their point cost formulas, and many have outside factors (like sales numbers) guiding point-effectiveness on a unit-to-unit basis.

I'm not asking for someone to make my system, but can anyone point me to writings on theory for this kind of thing?
>>
>>46840542
The idea seems pretty solid, but I think for something like this I would really need to see an actual example of it being played before I could really understand it fully.

How far along into development is it?
>>
>>46840839
Man, I wish I had a system, would make things much easier.

Right now I go with what feels right and then playtest the hell out of it to see if I'm in the right range.
>>
>>46840574
I love the design.
>>
>>46840839
So here's the deal. There isn't a formula. It's all about

A) the feel of your game. Do you want fast paced and lethal? Slow tanky stuff? What do you want your players to do. Make up pretty arbitrary numbers and then go to step b.

B) playtesting. Playtested the shit out of it. It really depends on what the game is and how players like it.

C) always drive towards the scene ending. Bias towards hitting things, bias offense over defense and bias towards players succeeding. We don't want to sit there whiffing and doing nothing...so make the game mechanics encourage a satisfying conclusion.

Experimentally, I've found that a base 60% chance of success is reasonably satisfying. 50% feels bad. 3-6 hits to down someone makes for a satisfying combat. Any longer just drags on.
>>
>>46840931
Check out REIGN, which is the base game I'm hacking to create this Homebrew. The form of the document arises from the needs of the system.
>>
File: 1359321325981.jpg (260KB, 816x911px) Image search: [Google]
1359321325981.jpg
260KB, 816x911px
>>46840905
>>46840939
Well, the point is that it is meant to apply to player characters to get a rough "combat value" for them that encounters can be balanced against. (so non-combat-optimized characters don't inflate encounters and become a burden.)

Since it's not being applied to pre-made units, it kind of requires a formula of some kind. NPCs on the other hand can be done up by feel easily enough.
>>
>>46840843
Thanks for the feedback. I have the infrastructure built for assigning call signs (aliases or whatever) and allowing messaging. I am looking for some ideas on what interesting key-code behavior. I think stuff like granting a slot when you are holding a certain key-code or forcing a player to lie. That kind of stuff would be interesting and add a little more interest to the game. I also am considering a group chat, but I don't know if that would be too much over sms, probably.
>>
>>46841108
Just a follow up question, is the game designed to continue if someone just stops playing?

Because it is done over SMS/Group Chat and possibly connects to random people, you would need some sort of way to "move" a player on to another person if they withdrew, right?
>>
>>46841190
Yeah the game continues until there is a winner. I don't really have an idea of time limit or anything that would terminate the game. I guess it is kind of like PBM (play by mail) in that sense, just however long it takes for the game to finish. I would definitely put stuff in place where if a user didn't respond in 48hrs or something, then they would be out, and their codes would possibly have some other way to obtain them.
>>
>>46841290
Okay cool! Well I'll be following your development if you keep posting here. It would be interesting to see the final version in the future.
>>
File: Fearsome Gods.pdf (1B, 486x500px)
Fearsome Gods.pdf
1B, 486x500px
My (nearly) completed game now, got to add some fluffy stuff and new material as well as added in some new game rules, especially 'Shock'. Quite a fan of how this turned out.
>>
>>46839429
>>46839431
>>46840775
Yea I had a lot of fun deliberately trying to make it as crazy as possible while still useful (to me). Currently I'm thinking to make the final version look like modern-day computer UI was transcribed onto stone tablets if I can pull that off.
Summary coming tonight!

>>46839619
>>46839644
This is some pretty heavy simulation for my tastes, but your graphic design is very nice. There are some more typos in the second PDF than just the one you noticed tho, take another look through.

>>46840542
This sounds super rad and I would definitely be down to play such a game. Check out AGDG on /vg/ if you want to talk to some people more on the coding side of things.
>>
>>46840839
>>46840939
There are ways you can just math it out, but either it gets very complex, or your game is very simple and repetitive.
"Drive towards the scene ending" is good advice, but if the best move is always to attack, there's no tactics to be found.
Create ways for players to gain an advantage that they can leverage for the win.
Read Sun Tzu. Seriously. He gets it.
>>
R8 my gnome racials

Squishy-Gnomes can compress themselves to half their size by evacuating the water in their body through one orifice or another, while in this state they can squeeze through openings as small as 10CM. while in this form they take double physical damage.

to regain their original form they must consume or absorb through their skin about 2L of water


while dying a gnome reverts to a geletan blob like state, while in this state they regenerate 1% max HP every 5 minutes until they are at 1HP or above, in addition they take half damage from all sources

a gnome does not lose HP while dying like a normal creature. but they also cannot take actions
>>
>>46846263
I didn't mean that the best move is always to attack. I meant that the average damage potential should be higher than the average defense potential. If there are two equal combatants, it shouldn't grind everything to a halt. There should definitely be tactics, but attacking moves should in general be slightly more effective.
>>
>>46846972
Or rather, moves that push people closer to being out of the scene should be more effective. Wether that is status, damage or whatever.
>>
>>46844267
>This is some pretty heavy simulation for my tastes

How so? My goal is to aim for something a lot less crunchy than, say, Traveler, but still with enough meat to interest you long-term.

My main concern is if the documents are too busy or cramped.
>>
>>46837863
New links:
http://www.gatekeepergaming.com/article-6-how-to-get-minis-made/
https://boardgamegeek.com/thread/838422/mass-production-custom-made-miniatures
>>
>>46840542
This would work better as an app ala Subterfuge, since SMS are old and expensive.

Something is niggling at me about how the game plays, and I have no idea what. I think it's the trade thing, which is kind of straightforward. Or maybe it's the key-codes and slots thing and how exactly you need to determine you have the right key-code? I have no idea.

I will say however, that:
1. You need to present an interesting puzzle to be solved
2. You need a reason for players to withhold information
3. You need a reason for players to expose others
>>
What's the best way to categorize different "sizes" of die? That's just the word I'm using but it seems awkward. I'm talking bout d4 vs d6 and so on.

>>46846972
Not disagreeing, slow battles are the worst.
My comparison is to an RTS; if you're equally matched, you don't throw units into the grinder, you focus on economy until your army outmatches him.
I'll post my ruleset soon maybe it will clarify what I mean.

>>46847106
I just really don't like long or involved rules at all. They take too long. Drawing ten different battle stations for my ship is too long. Sorry mate.
>>
File: latest[1].jpg (405KB, 1666x2560px) Image search: [Google]
latest[1].jpg
405KB, 1666x2560px
Has there been a homebrew for pic related? If not I've been considering making one with the new D&D system.

Basically it's middle fantasy. Fairly standard stuff except magic comes in two flavors. There's sympathy and naming. Basically anyone can do sympathy to some degree, and it's largely a science that requires some incantations and sygaldry. It's interesting in that the universe rules state that you can only move energy, which is how this magic works to bind two objects together so that whatever you do to one object happens to the other.

Naming is much rarer and is more innate. Typical "knowing the true name of something gives you command of it" stuff.

It's an incredible universe and the groundwork for sympathy magic could create some really really cool situations.

In the book the main character uses sympathy to bind a corpse to a group of bandits and kills them all by mutilating the body, nearly killing himself in the process because he only has his body's heat as an energy source.
>>
>>46848339
Not that I know of
>>
In my setting XP is used for several different things:

>measure of notoriety or social capital
>abstract measure of wealth
>character advancement
>hero points

Players gain XP by roleplaying according to their background and accomplishing certain milestones. What I've been thinking of doing is using taking away XP as a punishment for certain conditions, like failing a willpower save costing you XP but the actual effect being much more mild.
>>
>>46837941
>>46837963
>>46847973
WELL I was just typing up the combat from my notes and wouldn't you know it there's problems.
so here's chara creation and a little around the world.
I need to take a break from staring at this screen, will be back later or tomorrow.

http://pastebin.com/ejYmeRpx
>>
Following in the footsteps of Fromsoft, Hideo Kojima has licensed YOU to do a Boktai board game.

He won't be satisfied unless the game makes use of actual sunlight conditions in some way.

What do you create?
>>
>>46849388
Sunlight laser traps everywhere.
>>
>>46848339
While the setting itself seems interesting, I'm not sure if D&D would be the right medium for it. That said I don't know enough about RPGs to give a proper suggestion either. Figuring out the limits for sympathy to work in the system you choose is going to be an interesting endeavor atleast.

>>46849388
Probably some sort of magic ink that changes depending on the luminosity value in the area. Or use a real world time thing that affects the game depending on what time you play. Neither uses actual sunlight though.
>>
>>46849388
Everyone doth Praise the Sun! Sun God only God because the Sun God powers divine energies.
Moon powers arcane magic, because they're filthy witches.
I don't know anything about Boktai, but that's what I'm going with.
>>
>>46850990
You're right about D&D not being great for this. My initial ideas revolved around a bonus/malus system to be used. The books explain really well how you can link anything with an effectiveness based on their similarities. For instance, if you take some ash from a roaring fire, you can create a really good link to that fire since it actually came from it, so a bonus.

Conversely, you might have to use multiple links to get the desired effect. In that case you have to separate your mind and individually maintain links between the separate objects. So, a deduction from your overall roll.

The whole thing is you have to believe hard enough that the two are one in the same.

Character creation would benefit from a D&D system, or even something like Shadowrun. The arcanists are only one type of person in this world. You have tons of musicians, thieves, soldiers, priests, a shadowy organization of religious knights cast away from their church, mercenaries, super mercenaries who utilize a martial teaching that favors neither good nor bad but only right.

Frankly, sympathy limits might be my easiest challenge. Maybe this would be better as a Shadowrun D6 system.

Where's the best place to start working on something like this?
>>
>>46851065
After reading an article, I really should've mentioned vampires along with the witches, it was a poor ommision.

Realistically, I'd include UV sensitive pieces That would change color based on their sunlight exposure. Different colors would represent different levels of power. Might consider a dungeoncrawler/roguelike for mechanical inspiration. You'd need to periodically swap out pieces that got too low on charge, which means aiming for certain extraction points. Actually, something like Dark Souls styled action on a board sounds pretty good. Gotta hit those bonfires to swap out a fully charged piece while the recently used pieces start recharging.

That actually sounds like a fun game.
>>
>>46847973
>I just really don't like long or involved rules at all. They take too long. Drawing ten different battle stations for my ship is too long. Sorry mate.

Fair enough! Different strokes and all. Glad you at least appreciate the layout.
>>
Working on adapting a vehicle creation method at the moment and would really like some feedback as to which method "feels" better.

Suggestions would also be handy, as this is very much a WIP.
>>
I've compiled a list of skills for an fantasy RPG I'm working on. These are supposed to cover nearly everything a character might have to do, so that I can work as much of the game as possible into a single skill mechanic. Skills with (...) need to be specified further.

Acrobatics - Arts (...) - Blocking - Brawn - Climbing - Deception - Diplomacy - Disguise - Dodge - Driving - Escapism - Foraging (...) - Grappling - Handle Animal (...) - Healing - Hunting (...) - Intimidate - Language, Spoken - Language, Written - Lore, Culture (...) - Lore, History - Lore, Magic - Lore, Nature - Lore, Nobility - Lore, Occult - Lore, Region (...) - Lore, Religion (...) - Lore, Science (...) - Magic Item Attunement - Mechanisms - Notice - Perform (...) - Poison Use - Profession (...) - Resistance, Mental - Resistance, Physical - Riding (...) - Rope Use - Running - Sailing (...) - Sense Motive - Spellcraft (...) - Stealth - Survival (...) - Swimming - Tracking - Trading - Trickery - Two-Weapon Fighting (...) - Unarmed Attack - Urban - Weapon (...)

I guess it's kind of a bitch to read, but I'd appreciate any input. Are there things that need to be combined, in your opinion? Or even things that need to be more granular?
>>
>>46854188
If this thread survives the Weekend, I'll take a look at this. At a glance, I'm definitely interested in what you've put together though.
>>
Had an idea that is basically War and Rock, Paper, Scissors combined, but with some more strategy.

Basically you would have a hand of cards, each card belongs to one of three suites. Each player plays a card, face down, then both players reveal the cards at the same time. One player wins that round based on their card beating the other (like RPS)

Obviously the cards would need to do things to make the game interesting, maybe even a system where some cards belong to more than just one suit. Or even more that just three suits.

I dunno, I have random ideas and I like to share them. Most of them don't go anywhere and I already have 2 games I am working on. Just thought I would share.
>>
File: mantis-steel.png (259KB, 1024x768px) Image search: [Google]
mantis-steel.png
259KB, 1024x768px
Ive run into a bit of a problem with my damage system.

to be brief, characters have a Physique stat (generally 2-6 and a Vitality secondary-stat (generally between 20-40). When you take damage (generally 1-6) you subtract that much from your vitality, and if the damage is greater than 1+vitality/10 (rnd down) you also take a wound (or two if it doubles that number, or three if triple, etc...) which reduces your physique by one, penalizing all of physique's substats (stuff like vitality, strength, and speed)

This works well for melee combat, as the Vitality score is representative of your ability to avoid critical harm (like hp is often an abstract of) slowly being whittled away by small injuries and bloodloss, increasing the odds of a telling blow as the fight wears on.

where it stops making sense of for ranged combat. You don't shove arrows to the side, or instinctively defend your vitals from bullets. Whether it hits a vital or not is entirely up to luck, or the skill of the marksman.

My best idea is to have a high degree of success (twice as high a roll as needed to hit) count as wounding, but then there is no way to distinguish how many wounds are dealt (if the gun deals 6 damage, pretty average, dealing six wounds because you rolled high would instantly kill basically everyone)

any thoughts? general info on how guns injure people irl would still help, though I've done some reading already.
>>
>>46859923
Foraging and Hunting could easily be combined. The idea is you're getting food out in the wilderness, and foraging and hunting are just two different types of that same idea. Survival would be even more general, with Gathering Food being a thing you could do within the Survival scope.

Animal Handling and Riding could also potentially be combined, as Riding is a subset of the more general Handling of an Animal.
>>
>>46861913
Well, if the dice represent luck, then they don't have to only represent actions taken to affect incoming attacks. With both bows or guns, a lot can happen during flight to affect the trajectory of the projectile. Just because you aim, doesn't necessarily mean the projectile actually lands exactly where you want it to, especially in the stress of combat.

The dice tell you what happened, so if the dice say there wasn't a crit, then the arrow might have gotten close to the heart, but didn't actually hit anything vital. Or, the bullet did enter the body, but the fragmentation missed anything important. If there wasn't that level of randomness present, then you wouldn't actually need to roll dice to represent damage/quality of attack.
>>
>>46860581
Looking forward to getting some feedback. It's surprisingly hard to get people interested, sadly.
>>
>>46862607
Tell me about it. I've been working on my ORE sci-fi supplement for about a year now, and feedback has been pretty limited due to lack of public familiarity with the system. It's nice to see someone else who knows about it.
>>
I recall from many years ago I had a fantasy map generator which was hex-based and which had an automatic function which allowed you to input how often each type of terrain (mountain, river, desert, etc.) occurred next to each other type and would generate a map from it, and you could then alter it manually as you so wished. Unfortunately, it doesn't appear to be on my computer anymore. I don't suppose anyone knows the program to which I'm referring?

It was free and it was not in-browser.
>>
[Dragon Forest]

New version!
Change log:
Added cut content back to the introduction chapter. Will move around later.
Added alchemical items including bullets, bombs, poisons, and medicine.
Added rules for magical scrolls
Added more utility skills (20 now!) along with utility spells.
Expanded and rearranged the GM chapter a bit, including expanded monster creation and expanded trap creation.

Seeking playtesters.
>>
>>46861913
There's a reason real-world snipers don't go for headshots: it's hard to hit moving targets. Once the projectile is in motion, you have no control over its course, so if the target moved in the instant before you fired, then you're less likely to hit.

It is possible, in a sense, to dodge a bullet, but it's more than you're dodging the shooter's sights. Thus the idea of running serpentine.

All of this to say, I think you're overthinking it. If you're aware someone's trying to shoot at you, you can make it harder for them to land a square hit. Maybe make it more difficult than blocking a melee attack would be by applying some kind of penalty, but the same system should work for both.

I'll also throw in the classic making-a-good-game-is-more-important-than-realism.
>>
>>46859923
Why are you trying to do that? How do you think it will enhance the gameplay experience to have every single facet of a character's capabilities reduced to a number?
>>
>>46868515
Skill based games are a thing.

And when we talk about things like the NFL Draft (because its coming up), we do this in real life often.
>>
>>46868602
Still, it shouldn't mean they're all on the same level and are all considered to be the same category. Such as, for example, making Lore skills independent from the rest. Because otherwise you wind up with things of wildly disparate usefulness, like how good you are at using magic items vs. how good you are at using rope, all being graded on the same scale. Which is why the 3e skill system, from which this is clearly cribbed, was such a mess.
>>
>>46868766
The main reason the 3.5 skill system was so terrible wasn't because everything was on the same scale, but because the scale was shit.

You had to keep track of skill points independently, there were a shitload of skills (many of which were useless), then you had synergy bonuses to keep track of, cross class skills went up one rank per every two skill points you had, and so on.

As long as that anon avoids those downfalls, I think the system will turn out alright.
>>
>>46868225
Never mind; it's Hexographer. I found it.
>>
>>46868766
That's not necessarily a fault of the system rather than the fault of the people using it. Its like blaming a computer program for not working the way you want it to. Computer programs can't be wrong, due to the nature of their code. However, its very often the case that people use the programs in a way they weren't intended to be used, and then complain about it.

Also, you can in fact make a game using those rules where every skill has equal value. Making that true is up to the DM and players, not the mechanics.
>>
>>46868901
>wasn't because everything was on the same scale
That was a very big part of the problem, especially in Pathfinder. UMD was king, Perception was as good as four other skills, the difference between Spellcraft and Knowledge: Arcana was nebulously defined and pretty arbitrary, and Performance wasn't all that useful but was endlessly divided up so that you had to invest as much of your resources into being able to play both trumpets and trombones as you did into being able to use magical devices and ride a horse.

>>46869021
It is a fault of the system if it's needlessly byzantine, top-down, and composed with no conception of what they're trying to accomplish other than copying a mechanic from Diablo for their hastily stapled-together cash grab.
>>
>>46868901
A couple more problems with it:
1) Too few skill points spread out over too many skills.
2) At higher levels, the disparity of skill ranks between one character and another can make it exceedingly difficult for the DM to create balanced challenges.
>>
>want to make setting agnostic system
>really love world building

It hurts to live
>>
>>46871506
Make a setting agnostic system and then make an official setting as a separate book. Sounds like a pretty reasonable compromise to me.
>>
In short, I've been considering making taking the One Role System, and trying to make it setting agnostic. I like its core mechanic for resolving tests, despite the fact that it gives my players aneurisms just trying to think about it. (them being very fond of roll 20 systems).

I am going to start collecting all the rulebooks that use the system (I only have Reign), so that I have more to work with.

Any advice on going about this? I expect this to take a long time (at least a year). I am hoping to end up with something like the Savage Worlds core rulebook, and then MAYBE take it to something that would allow GURPS level of customization.

I know that this is probably an insane undertaking, but you know what they say: SANITY IS FOR THE WEAK!
>>
>>46847856
>>46844267
>>46841367
I've thought a bit more about the gameplay.

I am calling them hashes now (instead of keycode, seems more thematic, and makes more sense in gameplay too). Your goal is to be the first to create a 6-digit hash (this is an arbitrary length but enough to have to do some work to get it). Say there are 12 players that each start out with a 1-digit hash, and 1 slot. After 5 successful trades (again arbitrary) you are granted another slot because you have gained reputation as a hasher.

You get longer hashes by combining them together, e.g. if you have A and B and you combine them you either get BA or AB back as your new single hash. Each combination has a different behavior.

You can either trade a legit hash, or you can trade a spoofed hash. A spoofed hash is a fake hash that isn't actually valid but the person you are trading it to doesn't know it, until they try and combine it. Combining with a spoofed hash will destroy each hash involved.

I need to figure out hash behaviors I think that's where it gets really fun (I am thinking along the lines of cosmic encounter).
>>
>>46872322
https://mega.nz/#F!QtIG1YBQ!RPRI6TGgL3HYQFtJR_zQ4w!NlA1ATSK

I think you'll find that the mechanic set as presented in the Enchiridion is very close to setting-agnostic. It includes a small subset of Reign's stuff as examples, and that's all. It's hardly a setting-agnostic presentation, though, and it doesn't include any information from Stolze's other games like NEMESIS' firearms and sanity systems.
>>
>>46872322
I'm currently compiling and adapting things for a Battletech-style game in the O.R.E. system, so I know the feeling.

The system itself is fairly easy to adapt to any setting. You really just need to rename things to fit. Things like Madness from Nemesis may have to be tweaked, depending on what you want, but the core rules are pretty solid.
>>
>>46868515
I'm trying to do this because it's to be a skill-based system. These values represent areas of expertise players may want their characters to specialise in, and they all 'plug into' the same task resolution mechanic. This is not entirely uncommon, is it?

>>46868766
It's primarily cribbed from Rolemaster, but I've borrowed terminology from 3.5 as well. I've already trimmed down the 200+ list of skills from Rolemaster because you're right: not everything under the sun needs to be judged on the same level. This list is what I've come up with so far, but I'm certainly still refining it.

I'll agree that being able to control magic items sounds vastly more impressive than knowing how to tie different knots, but either option can be equally useful in the right situation. IMHO, they're both areas of expertise that can't really be combined with anything else if we're trying to maintain about this level of granularity.
>>
>>46873208
They're both useful in certain situations, but one of them is significantly more useful in more situations. Unless the average magic item is appreciably less useful than rope, they're still pretty unbalanced,
>>
>>46873459
I can't agree completely. This is all a bit theoretical unless we compare an exhaustive list of magical items, but I'm thinking of items that perform a magical trick for a single purpose or situation.

Sure, players may get creative, but I consider it important to make sure magic doesn't become the be-all, end-all solution. This includes not simply going "Ya did it!" when a player has a spell or magical item that's tangentially related to the task at hand.

I guess ropes just sound unimpressive and mundane, but I feel like there are situations that require ropes, and situations that require specific magic tricks, and both warrant a skill.


I'm unsure about including Rope Use, by the way. It's just not because I feel it's too specific or useless compared to other skills. I've had some negative player feedback regarding whatever the rope skill was in that particular other game. They felt like tying a decent knot should be an automatic success for anyone who isn't utterly incompetent. I'm inclined to agree, but I feel like it's a slippery slope.
>>
>>46874135
>They felt like tying a decent knot should be an automatic success for anyone who isn't utterly incompetent. I'm inclined to agree, but I feel like it's a slippery slope.
The problem is that merely tying a decent knot doesn't warrant a roll (unless the character is under pressure). As the GM, take a long, hard look at what you're requiring rolls for. The general rule of thumb in most systems is that you should only require a roll if failure would be interesting. Eliminate dumb boring pointless rolls from your game and I guarantee it will go better.
>>
>>46872697
That sounds like a quick way to destroy everyone's hashes. Consider putting limits on creating spoofs, and instead of destroying a has, just degrade it one step backwards
>>
>>46874802
I feel the same way, but this specifically came up when they were tying up a captive. Messing up the knot would mean that the captive could escape at some inopportune moment, which I felt was enough dramatic tension to warrant a roll.
>>
>>46872697
Given the ability to destroy hashes, a single hash and slot per person could make things pretty hard. A recommendation I have would be to have several 1-digit hashes at the start, perhaps a fixed amount of real hashes and a fixed amount of spoofed hashes. That way if a person traded in their fake hash (assuming traded means they lose the hash they gave to get the new hash), a player can deduce their remaining amount of spoofs, and so trade safely with them. And rather than destroying hashes outright, the spoofed hashes should have their own behaviours as well.

Not knowing the behaviours of any of the hashes you have could make things interesting too. Maybe also give the abilities to:
1. Trade in to the bank/GM a hash to reveal the behaviour on the other hashes you have, up to the amount of digits on the traded in hash
2. Trade in a hash for a new equal hash
3. Gain a new hash somehow to fill up empty slots

This could also work pretty well as a board game by the looks of it. Hidden information, deduction, etc.
>>
>>46872322
I have to agree with >>46872744. ORE is already largely setting agnostic, to the point where Stolze surgically removed all the fluff when he made the Enchiridion and it still works just fine. There's really very little about the document that says "this is a fantasy game" when you look at it, apart from the existance of Sorcery, which you can very easily just not include in your game.
>>
>>46868766
>>46868602
>>46868515
>>46859923
>>46868901
>>46869124

Could i hear your opinions on the warhammer rpg's reading your conversation has been quite interesting and i was wondering if you had played them
>>
>>46874135
This is actually bringing up another problem. If there are situations where using rope (or whatever other skill) is necessary, then it means every party will need a rope-user. The more skills you include, the greater the chances that no one will have one of the necessary ones.

My advice: tear the whole thing down and start the skill list from scratch based on what your playtesters want to do. Have them play freeform for a few sessions. Keep a secret, concise list of skills, and keep track of how often they use one of the skills listed or if they try often to do a particular thing not on your list. Then make your skill list by combining or dividing those until they have roughly equal use.

So, for example, if you find they're not using Riding and Driving very often, combine them into one skill. If they're using Acrobatics way more than other skills, split it into smaller parts.
>>
>>46874807
This is good feedback, thanks.

I think that maybe just the spoofs would be destroyed when you try to combine hashes and you would just get your legit hash back.
>>
>>46875015

I had kind of considered spoofs as something you could create ad-hoc, as a player. I think the idea of a fixed amount of real hashes could be cool, I have also been considering the reverse, of there being an opportunity to get a 1-length hash from the GM (1 per 24/hrs or something). So that it keeps a lot of hashes circulating. I guess it would take some play-testing to see which one has a better feel.

I also think maybe giving each players a 1-length hash and 2 slots from the start and never allowing more slots, they either have to combine or trade.
>>
A useful link in case you need illustrations: 1 million free, public domain scanned images, maps and photos taken from books prior to 1900.
https://www.flickr.com/photos/britishlibrary/
>>
>>46878942
Feedback from playtesting is valuable and should be used, I couldn't agree more. But I'm nowhere near that stage yet. There's nothing wrong with gathering input for a decent starting list.

I don't necessarily agree with your following view of in-game problem solving.
>This is actually bringing up another problem. If there are situations where using rope (or whatever other skill) is necessary, then it means every party will need a rope-user. The more skills you include, the greater the chances that no one will have one of the necessary ones.
Using ropes is a -possible- solution to any number of problems. If a situation ever arises where using a rope is the only possible solution, the players have either maneuvered themselves into a extraordinarily shitty position, or the GM is being a railroading cock about which pre-planned solutions to a problem he will allow.

Sure, some actions will be performed more than others. I still need divide them into different skills. Otherwise, I could just use 'Adventuring 'n Stuff' as a single skill and call it a day. My challenge is hitting the sweet spot between too many and too few areas of expertise. Observing which kinds of actions are performed most often doesn't help me determine what a fair, challenging and interesting division into skills would be.
>>
File: disnigga.gif (145KB, 320x180px) Image search: [Google]
disnigga.gif
145KB, 320x180px
>>46880096
This anon is doing the Lord's work.
>>
>>46880096

It's a great resource!
I found a lot of good stuff on there for an Antarctica themed D&D adventure I was working on (I still need to get around to publishing it.)
>>
>mfw dark souls is using the enemy card AI pattern I was designing for my own dungeon crawler
is this real life?
>>
>>46842280
I know this from the OSR threads!
I've been watching it with interest, lemme give it a read and follow up on that.
>>
How do I promote my game online when I hate talking to people online?

I mean, you guys are okay since we are all anonymous here.
But I hate facebook, and I don't use tumblr or twitter. I'm banned from rpg.net, I can't stand therpgsite, and I don't use enworld.
I have to promote my game among online communities to make any kind of earnings off of this thing I'm writing, but I can't promote my game among these communities when my relationship with them is that of mutual contempt.

Maybe I should just avoid the internet altogether and focus on building a physical presence at conventions?
One of my friends even runs a mini-convention in Korea (where I hope to move to very soon for a new job.) I could start there and get one of my Korean buddies to help me translate this thing. Hell, if I'm going to promote my game among any online community I should just promote it over Daum.

What do you think?
>>
>>46877277
>>46872873
>>46872744

Thank you.

It seems that a lot of the issues I've been having will probably be resolved just by picking up WildTalents second edition. It shouldn't take nearly as long.
>>
>>46872744
Also thanks again, this ORE toolkit is basically what I was planning on making.
>>
I've got a game that I think is pretty good. All my players love it, and I want to try to type up the rules to post somewhere, but I have a lot of trouble explaining it clearly and concisely.
The core mechanic is that every 15 minutes of real-time, the role of GM switches to the next person in line, and they have to pick a new setting to drop the characters into. The setting has to be something pre-made, like a TV show or a book, not something they have to make up on the spot.
It's designed to ease players into GMing, and train flexibility and creativity. My first time trying it out, we went from Independence Day to Sesame Street, dropping into the middle of a musical number with a bunch of dead bodies and assault rifles.
>>
>>46885485
https://www.mediafire.com/?f1vke8p8y6mm2h9

That should be the Essential Edition, which cuts out the fluff and leaves the crunch.

Good luck and have fun, anon!
>>
>>46885571
That sounds like it would make for a fun micro story-game. One of those one-page deals like Everyone is John.
>>
>>46885606
I based a lot of the mechanics off of Crab Truckers. It's amazing filler, but the problem is that now my players are getting too attached to their characters, when it's supposed to be just a quick micro game. Now I have to think of an endgame.
>>
>>46885705
What happens when these characters get dropped into the real world?
>>
>>46885741
I hadn't thought of that. I guess it wouldn't be hugely different unless they popped in right at our table. Things could get weird.
Of course, if fifteen minutes later we get hit by a world-ending universal collapse, I guess they'd be right.

I'm thinking of doing an endgame where the characters go and try to stop the disaster that's causing the 15-minute dimension hops, but they'd have to travel through settings that had been mashed together.
Then once they get to the source, every time the timer goes off, the next GM has to invent a whole new cause for the disaster, as well as a whole new way to solve it.
>>
Oh man, how often do you guys have this thread up? I could use some advice and inspiration for my prototype.

I only have one and it has been untouched for ages, but that's neither here nor there.
>>
>>46886387
I just saw it for the first time today.
>>
>>46886387
>>46886414
It's up fairly often. At least once a week, I'd say.
>>
>>46886387
Seems infrequent, sadly. If you have something typed up to show, or a question or three to ask, it may be a good idea to do so soon.
>>
>>46886500
Alright, where do you guys playtest your prototype? How often?

How do you guys scale from 1v1 to more players?

How do you guys ensure that play isn't just a series of tasks?
>>
>>46886552
>Alright, where do you guys playtest your prototype? How often?

A buddy of mine owns a boardgame cafe in Seoul, South Korea. He does monthly playtest nights. I used to do those for a bit before I came back to the states, but I will definitely go back to those playtest nights if/when I go back to Korea.
>>
>>46886552
>How do you guys ensure that play isn't just a series of tasks?
Not really sure if I get what you're asking, but I think player choice is the way to go. If you accommodate your player's creativity, and make them feel like their ideas are valid, it makes them feel much more involved in the process of playing, instead of just checking off combat rounds, you know?
>>
>>46886845
Well, my game doesn't have combat really, it is mostly resource gathering. But I just have a hard time making the strategic decisions feel interesting and therefore being "play" as opposed to just something you are forced to do.

Admittedly, my game has a lot of player choice, as you choose what to add to your hand, what to play from your hand and in the case of one of the card types, how you play it.

>>46886592
Well, cool.
>>
>>46886552
1. This is my first time actually finishing putting together a system for use, so playtesting comes after. Thankfully, I have a group of friends that are familiar with tabletops, so they can be a decent test group.

2. Change circumstances to allow for more players. If the system works for 1v1, then it should work for more people, up to a certain point. After that it's just getting everyone involved.

3. Roleplay, instead of Roll Play. Give the players a generalized task and then let them get to it, preferable in-character. If you have a good group, they'll make their own "tasks" as they figure out what they need to do to meet their goals.

One rule from the O.R.E. system, which is actually a decent thing to keep in mind, is that players should only roll in important or tough circumstances. Keep things flowing instead of bogging everything down with unnecessary rolls.
>>
>>46886962
Oh, this is mostly for RPG design. I thought this was board game design. My game has no dice and no characters to roleplay as.

I guess there's no harm in trying more players. It may require restructuring the contents of the central deck.
>>
>>46887032
Ah, whoops.

Could you explain your game a bit more? It may help to generate and refine ideas.

As for the "sequence of tasks", that's all a game is, really. You do what you can do until you win. It's the rulesets that let players be creative in winning that are good.
>>
File: Quantum Popcorn.pdf (1B, 486x500px)
Quantum Popcorn.pdf
1B, 486x500px
>>46886500
In that case, I'm bringing in my PDF from >>46885571
>>
>>46887166
Well, it is based on an indie game I played which I found to be god awful. My friend challenged me to think of how to make it better.

One mechanic I took from it is that the cards have different backs. There are good cards and then there are bad cards. The outer border would obviously be the same, so you couldn't see how the deck was stacked from the side.

Anyway, so because of this, the central stack will always clearly have either a good card or bad card on top. Every turn you are required to draw a card, if it is a good card, it goes to your hand, if it is a bad card, it triggers its effect and then gets discarded.

That's what I took from the other game.

Here are the other mechanics. The central deck is surrounded by 6 petals (which are cards). When you put out the petals, the bad cards go face down and the good cards go face up. These cards are available to retrieve with a certain type of resource. After three turns, the petals all wilt and replaced.

The good cards are as follows:

Flowers
Paint
Structures
Faeries

Faeries allow you to grab petals. Structures have lasting effects. Flowers you plant in a "garden" to score points. And paint allows you to score points again for a flower as well as recolor the flower.

I'm not explaining it really well. I wasn't planning on going into detail, but it is a bit late for that now. OC Donut Steel.
>>
>>46887309
Hmm. Now that I'm looking at it, does anybody know why the text gets cut off at the bottom every line? It was fine in the Word document, but the pdf is a little wonky.
>>
>>46887341
That...actually sounds good for one of those cutesy seeming little games that are actually backstab factories.

One recommendation is to play with more and more people until you get a feel for how many is too much. Then, clearly label it as a game "for up to x players". Other than that, it's just thinking up of ways for players to affect other players and themselves.

>>46887309
That looks pretty good, and improv games are fantastic. Perhaps a bit of fleshing out, and a few idea seeds for curious GMs and players would help out.
>>
>>46887596
Well, currently, there is limited interaction other than cockblocking by grabbing petals.

I'm also thinking of being able to tear one of the bad petals off and putting it on top of the deck.

There is also a structure that lets you skip your draw, which since you know when it is going to be a bad draw, allows you to send it to the other player.

I am also thinking of introducing a limitation to faeries, where they can't pick petals if there are too many bad petals out. Then you could have "equipment" that alter that stat.

The main fairy (the queen), would of course, always be able to pick petals.

I dunno. I haven't been able to playtest it much. I only recently decided to use the Suburbia style scoring where you score points when playing the flowers, rather than having it all be scored at end of game. That was a nightmare.
>>
>>46887596
Oh, yeah, definitely. I totally forgot the seed thing until now
>>
>>46880096
Same anon here. The Library of Congress has also also a lot of pics, most of them in public domain.
https://www.flickr.com/photos/library_of_congress/

The National Archives in UK also has a ton of public domain stuff.
https://www.flickr.com/photos/nationalarchives/
>>
Made this for my Patreon and eventual sale on DTRPG and posted it in /5eg/ for a friend in /sss/, got no response from either place. Anyone wanna give me some feedback on it?
>>
>>46888963
Sure.

For starters, please do not use drop shadow on your text. It's kind of cheesy and it makes your document look dated. I may not be a graphic designer, but I know that much at least.
Also, smaller indents. Somebody told me I should not use half-inch indents in my own document, so I'll relay that same advice over to you.
Your font changes mysteriously after that first line on page 3. "When entropy rose..."

Can't comment on the mechanics, I'm afraid, but 5E seems pretty robust. Should be fine. Have you playtested these?

I hope that helps!
>>
Still looking for anyone interested in running through this and seeing which feels better.

Rules updated to be slightly more understandable.
>>
>>46889718
>>46888963
Sorry guys, I wish I could help, but I don't play any tabletop RPGs. I'll admit, the second thing is more like a miniatures thing, but it is also completely over my head.

Have a bump though.
>>
>>46889491
I removed the drop shadow and increased the opacity on the title, cut the indents in half, 0.25 inch instead, and changed the font of "When Entropy rose" to Bookmania, the font the rest of the "quote" is in, although still in Small Caps per the PHB's design guidelines. The Lizards have been playtested and found to be good at what they're meant to do, although further tweaking will probably help if/when I do a "core rulebook" kinda thing.
>>
>>46890169
Looks much better!

You might want to play around with the text on the cover page a little bit more. Maybe consider a black stroke around the gold text? It kind of vibrates a bit against that textured background.

Your lizard man illustration also looks a bit fuzzy against the crisp texture of the background. Maybe play around with resolution?
>>
>>46885220
Board games have a better chance at gaining physical presence at conventions, especially if the hype is big enough, but rpgs will have a tough time due to a combination of everyone being spoiled for choice and getting players to try rpgs during conventions can be a lot harder.

You could get a friend or someone to handle the internet PR if you want, just repay them for it. Either way you're going to have to use the internet whether you want to or not, unless you're fine with only being known in the local area the convention you're going to is in.
>>
>>46885549
Cool! I still haven't even read it, but it was obviously related to the resources I was harvesting at the time. We were originally going to be writing our own ORE system but turned out Reign with NEMESIS' sanity system and stats was all we wanted.

>>46885220
I have a similar thing, although it's apathy more than contempt. Rather than writing to try and promote your game in those communities, though, just write to promote your game in general. Write about why it's special, write about your experience designing and producing it, and after the cons write about the playtests. Basically, talk to the room rather than the people in it, and rather than trying specifically to drive "hype" for your game, drive interest in it. Keep it on everyone's radar, and the people who will be really excited for it will hear from the people who are just tangentially interested. Hype happens on its own from there.

That being said, we've gone over stuff related to this. I'd recommend a less-than-social platform for your writing, like tumblr with notes/asks disabled or maybe medium. Just use other media to promote posts on your blog.
>>
>>46893425
I remember someone using a google site for their RPG, so there's that too if you don't want to touch tumblr.
>>
>>46893425
>>46893610
You can even do static page hosting and blogging via Jekyll for free through Github, if you're a little more technically inclined.
https://pages.github.com/
>>
File: kickin ass.png (42KB, 299x298px) Image search: [Google]
kickin ass.png
42KB, 299x298px
Hey guys, I'm going to be moving from adding content to editing my game. My system isn't perfect but its on my target group.

I've been plagued with self doubt. One of my testers says that the combat is boring, here is the very basics of how it goes.

>Melee combat
>Roll 1d100 and add a stat bonus to attack or defend. Must roll 20 or higher before bonuses. If the target defends, then you must roll higher than his 1d100+stat bonus. Success: go to damage. Fail: Nothing happens.

>Range attack
>Roll 1d100 and add a -skill- bonus to attack. Must roll 40 or higher after bonuses. Target cannot defend, but can put penalties on your shot like taking cover or making a dodge action on his turn.

Besides that its a basic hit point system for health and armor. I really wanted it super simple so anyone could grasp it and do it quickly but now I don't know. There are other factors like how many attacks of defending actions you can make, environmental penalties, and an insanity system but that's the basic of it.
>>
>>46861913

Okay so, if I understand right if I have Physique of 4 and vitality of 40 and I take 5 damage than that's a wound? And then my Physique is down to 3? So if my Physique goes down does my vitality go down again?

Sorry, that's not really the question, huh?

I don't see why not to just do 1+vit/10 for range damage just like close combat. Gunshots don't really kill people from slicing holes in them but but causing heart and organ damage from getting lodged in tissue with such force that is slams organs with a rush of blood. Further, the heart, lungs, and skull are protected by bone and muscle to some degree. If anything you could assume that a persons vitals are have a layer of armor made of bone and muscle tissue.
>>
>>46861792

Sounds neat!
>>
>>46896408
Is there a particular reason you're using d100 instead of something smaller? Is there another mechanic that makes use of the granularity that d100 has? I know its not what you asked for, but going for the least common denominator is usually good policy.

Are there additional actions you can take during combat besides the aforementioned Melee and Ranged attacks? That's a good start to adding variety. Environmental effects and different terrain could provide some change without actually affecting the combat rules themselves. You would just need to encourage the use of those by prospective DMs.
>>
File: 1398052047731.png (272KB, 1243x1948px) Image search: [Google]
1398052047731.png
272KB, 1243x1948px
>all these nodev ideaguys
oh man this thread is so cute
- t. AGDG
>>
File: source.gif (624KB, 1440x1080px) Image search: [Google]
source.gif
624KB, 1440x1080px
posting progress :)
>>
why would you link this to agdg

what were you thinking
>>
>>46896814

Here is the combat chapter of the book.

>Is there a particular reason you're using d100 instead of something smaller? Is there another mechanic that makes use of the granularity that d100 has? I know its not what you asked for, but going for the least common denominator is usually good policy.

I originally developed it to be use a d20 die but I didn't like that 5-10% give in chance. That and alot of the dice work was guessing a good percentage number for something and then rounding by 5. I thought going % like eclipse phase would be more accurate. I think the primary reason though, is that I wanted the average HP to be 100 and that to fit with making the damage dice be in d10s and to make it so that players only need one kind of die to play. D6s were a consideration but I decided to place my bets on d10 futures and I didn't want to factor by 16.66

>Are there additional actions you can take during combat besides the aforementioned Melee and Ranged attacks? That's a good start to adding variety. Environmental effects and different terrain could provide some change without actually affecting the combat rules themselves. You would just need to encourage the use of those by prospective DMs.

Yeah sure, there's abit. Its a modern system so there's stuff like moving, different melee attacks, and wrestling. There is alot of scifi weapons with different modes in the setting so you can do special stuns or multiple target attacks. There's conditions like shock, blindness, drugged, poison, or choking. In my last testing the shock condition came up alot because the testers bought tasers and one of them decided to invent a 'stun glove' for their speed melee guy. There is an invention system. There is actually alot of gear, thinking about it.

I should note That most skilled ranged attacks just 1d100+20. 80% seems to be the magic number for players when making any kind of roll.
>>
>>46897056
I don't know what this is, but it looks like goddamn shit.
>>
File: puking_goose.jpg (130KB, 484x461px) Image search: [Google]
puking_goose.jpg
130KB, 484x461px
>>46897056
>>
I hope to enroll in Full Sail to learn how to make games, but do they have one for tabletops instead of video games?
>>
File: 1461501658110.png (74KB, 599x526px) Image search: [Google]
1461501658110.png
74KB, 599x526px
Guys I bought these sprites for my game to replace the programmer art.
I paid $700.
What do you think?
Worth it?

p.s pls don't steal it
>>
>>46897056
w-what is this?
>>
>>46897028
wow you guys suck

t. yesdev who manages by not shitposting in /agdg/ and browses here for hobby shit
>>
File: Board games.jpg (874KB, 1204x802px) Image search: [Google]
Board games.jpg
874KB, 1204x802px
>>46897028
>>46897056
>>46897075
>>46897125
>>46897126

THIS IS THE WRONG BOARD YOU FUCKING IMBECILES
>>
File: deebly gognscerned.jpg (224KB, 583x1508px) Image search: [Google]
deebly gognscerned.jpg
224KB, 583x1508px
>>46897056
>>
File: Idea Guy Supreme.jpg (53KB, 463x372px) Image search: [Google]
Idea Guy Supreme.jpg
53KB, 463x372px
a board game where you play as the cardboard box
>>
File: eromattiffarg.jpg (2MB, 1385x4433px) Image search: [Google]
eromattiffarg.jpg
2MB, 1385x4433px
>>46897142

I have objective proof that you have been stalking me. Here it is, for all to see! I've notified the authorities, and they'll be coming for you soon. First they'll take away your dole, then you'll be on the no fly list... Have a nice life. Or don't! hahahahahahahahahaha :)
>>
Is anyone making a deck builder?

I love dominion but my friend keeps beating me with the basic Village-Smithy combo so now we can't play it anymore.
>>
>>46897056
What a pile of trash. Who made this?
>>
File: 1454325635648.png (4MB, 1446x2856px) Image search: [Google]
1454325635648.png
4MB, 1446x2856px
>>46897149
oh wow nice picture of games companies made
here's a picture of games we made
>>
>>46897193
they all look terrible
>>
>>46897193
Counterpoint: You also made >>46897056
>>
Life in prison because someone's video game made you insecure. That's what you will amount to. Nothing left for you to do but shitpost, pretend to joke and count the hours until you hear the door crack.
>>
He won't sleep until he can barely keep his eyes open and he's lurked the thread for hours accusing everyone of being his imaginary enemy. And then right when he is finally falling asleep... Boom crack get the fuck on the floor, everybody walk the dinosaur ;) except no winking or dinosaur. Maybe we will here, once it's been done, hahahahahahahahaha :)
>>
He's gonna have a good stress cry now. I hope he vomits from the realization of what he's done before he rushes back for another
>lol I was just making a sandwich what did I miss
Pathetic mother fuck
>>
Thanks for occupying our useless no-dev shitposters for a little while /tg/, I can't tell you how much of a welcome reprieve it is from their obsessive need to act-out their insecurity and self-loathing.

Keep in mind that none of the people shitposting right now have ever achieved anything or will ever achieve anything. They are so pathetic that they adopt the achievements of others as their personal identity and achievements, like they're in some sort of cult or gang e.g. this guy >>46897193.
Yet, these same people spend their entire time in our thread shitting on real devs, due to sour grapes and malignant personality problems.
You are better than them.
>>
File: game.jpg (408KB, 1918x1040px) Image search: [Google]
game.jpg
408KB, 1918x1040px
>>46897297
>>
File: bombsuit sword fight.webm (2MB, 480x270px) Image search: [Google]
bombsuit sword fight.webm
2MB, 480x270px
When did /gdg/ get shitposter?
>>
>>46897307

ok. this guy """rotate""" lives with his mother in a Renault Twingo RS. because he was jealous of mothdan and his AAA game, he invented a cat fursona to troll him. then, when this didn't work, he got desperate and literally mailed /agdg/ yesdevs a series of bombs. this didn't scare Danny though so instead, he got into a gun battle with r*t*t*d*v and g**g*m that lasted over 4 hours until the DHS had to come and get control of the situation. at the same time though, two other devs were making a loli game and using FMVs of themselves raping children and using the source engine. they are still at large, shrowded by rotate's actions. rotate is literally a terrorist who supports pedophilia and if you don't post this on 5 other boards a heron will fly into your house at night and make a mess of your pots and pans.
>>
I have been annoyed a lot by the artifical HP systems (D&D) and the wound systems (warhammer, fate) for a while, and was trying to find some balance between them.

By chance, I saw someone play this Final Fantasy PSP game. Your attacks gave you "bravery", which in turn could be used to deal damage, or lost if it wasn't used.

The thought was interesting. Like a momentum - combat where you IMMEDIATELY slice up any opposition is boring. A system where you don't actually deal damage, but gain a sort of momentum stat, where you set up for a wounding blow sounds a lot more engaging. At least in theory, it would also make a plain 'attack' option redundant, as you would instead focus either on overwhelming your opponent with a lot of momentum building, with the risk of losing it, or go slow and defensive. No option of just "I attack".

What do you guys think? Good/bad? Any potential issues to keep in mind with such a system?
>>
>>46897345

It's alot of numbers to track but sure, that sounds cool!
>>
Well I'm a newbie GM.
That is to say I ran one game and it was a trainwreck, even by first-timer standards.

But I've been put on the right track - I was given the mission to do a complete world building based off of a story I knew well.
After a few months of research and reading way too much shitty lore, I've finally started writing my history and building the world.

It's cliche, but I love it. So fuck it.

The issue: finding/using a system for it. Technically one already exists, but its shite.

Solution: I've planned on using an existing system (3.5 or 5e, I guess) and implementing templates.

Question: Does that actually make sense, has this actually worked before?
>>
File: happyfleet.png (415KB, 800x600px) Image search: [Google]
happyfleet.png
415KB, 800x600px
>>46897303
>>
>>46897345
Sounds like the kind of thing a Full Sail dropout would make, honestly.
>>
>>46897388

Kinda gotta know what your are working with here. Otherwise, why not? Every system has strengths and weaknesses, you have to know what your thing needs.
>>
>>46897420
>Full Sail
I need you to elaborate on that.
>>
>>46885549

I actually can't fathom anyone using the ORE Toolkit for anything other than a bulletproofing your car. It's not that it's bad, it's just that it's so dense that I can hardly imagine turning it into a useful game.

>>46885485
What sort of setting are you going for? Wild Talents is a great game for playing Superheroes, but for just about any other kind of game you probably want to stick with REIGN, since it's a more balanced and evolved version of the ORE.

>>46889718
I'm going to take a look at this shortly.
>>
>>46889718
>Main Systems
My main question here is do you think that Communications is important enough of a thing in your game that you'd want to devote an entire System to it?

>Subsystems
I like what you've got here; building them as a sort of Advantage system is a nice touch. Here are my specific notes on them:

>Electronic Warfare
I'm assuming that you're referring to character Skills that can be used along-side vehicle Systems when you refer to Electronics + Hacking and Electronics + Security?

>SelfHealing Armor (5P/point)
Question about this: you describe this as healing 1 point of armor per turn, as long as you take no damage. Doesn't this actually mean you repair 1 point of damage per turn to your vehicle itself, since only Slat armor is described as ablative?

>Maneuver Jets (3P)
"Land vehicle’s with Maneuver Jets may ignore obstacles when moving." Does this mean that this is only useful for land vehicles?

>Neural Interface Pod (3P)
"Any vehicle or frame with this gear may either use the pilot’s Coordination or Sense stats, or gain +1d when using Handling or Sensors"
This is a little ambiguous. I'm assuming you mean you can substitute Coordination and Sense for Handling and Sensors, yes? Also, is this a choice you make on the fly, or when you build your vehicle?

>Ejection Mechanism (1P/3P)
I really don't see the difference between the two options you presented. The trade-off is inherent; a vehicle with an Electronics-based ejector will needs to have lots of points in Electronics to make it really good, whereas one with a Coordination-based ejector has its effectiveness vary based on the pilot. This can probably stay as a 1P equipment.

>Point Buy
You didn't specify directly, but you are implying that Systems cost 5P per die, right? Do all vehicles have the 1d baseline that characters have for each System?

Continued below
>>
>>46898657
>>46889718

I'm not really seeing much a disadvantage to just having the biggest vehicle you can get. You actually get MORE points for bigger vehicles, so why not just go for it? There should be some kind of disadvantage for operating or acquiring a Superheavy vehicle. Also, what do the numbers before the weight class mean? As in "1-4 Superlight"?

Also scratch my previous notes about System costs, they're included here. Makes sense.

>Assign subsystems and equipment to hit locations (cockpit, torso, right arm, left arm, left
leg, right leg)
What if your Vehicle isn't a mech?

>Gradual Build
Hey, this is actually pretty neat. The way you've laid this out actually feels like piecing together a mech in a logical fashion, from its skeleton to its working parts. Nice!

It's pretty mathy, though, which is something that most ORE games are not. It's okay, I guess, since it's not inherently wrong or bad, but just make sure that the players and GMs are prepared for it. And make sure it's tested rigorously, so that that the math is solid. If it is, then it's pretty sweet. Also make sure to include some examples, especially of the Install Engines and Control System steps, since that comes off as being a little dizzying to be honest.

Of note here, though, is that you didn't specify a point budget for this stage, which does include several references to point expenditure.

Overall though it's a very interesting piece, especially the gradual build system. If you refine that further you'll have a pretty cool vehicle generation mechanic.
>>
>>46897882
It's a for-profit university frequented by homegrown left-wing terrorists.
>>
>>46861792
Check out yomi.
>>
>>46897345
In fact, this is largely what "HP" was meant to represent back when DnD was first put together. In DnD Basic, Gygax explicitly said that only the very first amount of HP you have represents your actual physical meat. Additional Hit Points represent your skill, luck and tenacity, which is why you get more of it as you level. You aren't literally becoming more resistant to damage, but rather you're able to fight for longer in high-intensity situations.

The problem is that few people really noticed this, and it was easier for them to describe HP as meat, blood and bone than it was for them to visualize it as the momentum of an encounter.

I think it's pretty common these days for games to have layers of damage points, where a certain amount of your character's survivability is directly linked to their ability to avoid being hit, and under that is a layer of physical health and well-being (though actual examples fail me).

It's also worth saying that mechanics requiring you to spend your "keep living" resource aren't very popular, because they fly in the face of standard gaming conventions and the tendency for players to want to protect their character mortality. On top of that, >>46897377 is correct; a system where you are depleting a single resource from two sides (taking damage and making attacks) needs to be coupled with a system where replenishing that resource isn't difficult, with the end result being players needing to constantly subtract from and add to their current resource amount. That much tracking is usually pretty onerous.
>>
>>46898657
>My main question here is do you think that Communications is important enough of a thing in your game that you'd want to devote an entire System to it?

That's one thing I was thinking about changing into a sub-system, as it's more descriptive.

>I'm assuming that you're referring to character Skills that can be used along-side vehicle Systems when you refer to Electronics + Hacking and Electronics + Security?

Yes. Characters use their Skills alongside the vehicle's Systems (which are just alternate stats).

>Question about this: you describe this as healing 1 point of armor per turn, as long as you take no damage. Doesn't this actually mean you repair 1 point of damage per turn to your vehicle itself, since only Slat armor is described as ablative?

That's going to change to provide after-combat benefits.

>I'm not really seeing much a disadvantage to just having the biggest vehicle you can get. You actually get MORE points for bigger vehicles, so why not just go for it? There should be some kind of disadvantage for operating or acquiring a Superheavy vehicle. Also, what do the numbers before the weight class mean? As in "1-4 Superlight"?

That is a kind of problem I'm running into, yes. The overall idea was that I'd use this to generate a few mechs for GMs to run games with, but to have the process there so that they can make their own. If the whole thing was left to the players, then of course they'd go for the biggest, baddest robots they could.

>Of note here, though, is that you didn't specify a point budget for this stage, which does include several references to point expenditure.

Looking at it, that part is a bit opaque, yes. How it's supposed to work is that the weight of your mech is how many points you have to work with. Each step of the process from there takes away points from the overall total.
>>
>>46882827
elaborate
>>
>>46897149
>>46897075
I personally have no qualms with agdg folk that come with questions as long as its about mechanics. Which the shitposter/s above obviously didn't come here for.

>>46897345
I think there was someone else that had a pretty interesting momentum mechanic of sorts, it was the campfire guy I think.
>>
>>46898657
>>46898748
Small update, with an example for the gradual build.
>>
I'm thinking of making a generic system game about 'mons' - Pokemon, Digimon, Monster Rancher, and so on. It'd aim to be setting-agnostic, so you could use it to simulate any of those, or make your own story about monster taming and collecting.

Before I get started, though, I want to make sure there isn't already a good system out there. What are some other 'mon' systems besides Pokemon Tabletop United (too crunchy), Pokethulhu (too Lovecraftian and rules-light), and Monsters & Other Childish Things (too specific to its setting)?
>>
In a system that would be focused on firearms as main (if not only) source of damage, would you prefer it to be rolling towards realism or towards action-movies? Or a mix/balance of both?

How would you implement cover system? I can't decide on either do the Dark Heresy with additional damage resistance for a defender, or DND with penalty for attacking party?
Any advice?
>>
>>46902545
Action movies, IMO.
>>
Very small update.

If anybody would be so kind as to try their hands at the character creation, I would greatly appreciate it!
>>
>>46902793
I just started reading it and already like the wording of it.
>>
Fellow designers, how do you organize your ideas for ease of access later on? In what order you implement them?
>>
>>46903000

My organization is a hot mess. I basically just make a ton of different Open Office files with notes written out as they occur to me and collect them in one folder.
I will make one file with a checklist of topics I want to cover. When everything is checked, I start compiling all my notes into a first draft. Once that's done, I do a rewrite. Then another rewrite. Then another until I am happy.

I am a very undisciplined writer, so I'll often go in and tinker with stuff endlessly for a long time before do a rewrite.
>>
>>46902901
Thank you very much!

>>46902793
Here's a few things I want to work on:
Adding more monsters
Expanding the GM's section
Equipment section could use just a little more stuff such as light sources
'Survival' section could use some filling out.
I want to add four more character classes.
I need to add five more dark gifts.
Combat section could use diagrams, and I need to write the passages on flanking and advantage.

I'd also like to add more options for rest scenes and possibly some domain management with the goal of making this game more 'comfy' to offset the grimdark.

Let me know what you think!
>>
>>46903270
>Thank you very much!
Only read so much, but IMO character creation should be closer to the beginning, not V. Maybe just after the introduction, II or III the most. Not after skills and combat explained.
Again IMO.
>>
>>46903000
I have an immense, barely organized Google Drive folder and an even more immense USB drive that I have basically everything I've ever put together for this project. More or less, whenever I finish something to the degree where I want to show it here or on another forum, I turn it into a PDF and set it aside until I'm ready to come back to it later. So far it's worked pretty well.
>>
>>46903357

Thanks! Yeah, the organization is a source of so much teeth-grinding for me. I want to put character creation first, but I don't want to throw too much undefined terminology at the players.
>>
>>46901125
Your example is quite nice and, again, underpins how clever the gradual construction system is. Well done!
>>
>>46903398
Right. So nobody has a 'special magical way' to make your shit work. Oh well.
>>46903406
You could put glossary first, then character creation, if you feel it is too confusing. Or even merge glossary with character creation. Every time there is a new game term, just make a little table on the side with explanation.
Just an idea.
>>
>>46903453
Any ideas or opinions on how to make it better, or to streamline it?
>>
>>46902793
It is also weird for me that Angel and Automaton are classes. Brings me back to the times when DND had a class Dwarf and Elf.
>>
>>46902793
Is it me or there is a lot of 4E DND influence in there?
>>
>>46903504
Glossary could work.
I'd probably still want to put the skill section in before character creation as that explains how to read skills, and because a lot of the class, general, and utility skills do reference the basic skills.

>>46903575
Absolutely intentional. I draw a lot of inspiration from oldschool D&D.

>>46903667
It's not you. The 4E influence is intended.
>>
>>46903864
>Absolutely intentional. I draw a lot of inspiration from oldschool D&D.
Suit yourself, but IMO, someone who is not familiar with old school (i.e. is young) might drop the reading as 'oh lol dev dosent n0 wat doin'.
I like what I am reading so far tho.
>>
>>46903504
I just make sure that all my documents are well labelled so I know what's in them and where to find the stuff that I wrote. That's probably the best advice I can give.
>>
>>46903864
You need to describe your classes somehow. At least a basic description.
>>46904096
Thanks.
>>
>>46904171
>You need to describe your classes somehow. At least a basic description.

Paragraph of fluff, and a paragraph on tactics and gameplay, right?
>>
>>46904212
Well, you don't have to go all D&D and, IMO, can just describe them in action. Pros and cons, so to speak.

Here is some flavor for the Marionette starting skill.
A lone figure stands in a dark alleyway, concealed in shadows, yet, not invisible or motionless. One could see that its hands are weaving complex figures, while lips mouth words without a sound, and a scar of a smile slashes the face. Sudden motion and the figure half-crumbles, only to move sharply, yet in broken manner.
Stepping forward in the the moonlight, on uneven, yet firm steps, is a Marionette.
A Puppeteers tool.

I know I am shit. But to write something good you need time. And English isn't my native tongue.
>>
>>46903864
Skills and what "makes" a character, character creation, how to play is general.

Also it'd be a Pankratiast rather than a Pankrator, I believe. Though good luck typing that correctly on your first try.
>>
>>46902793
Do you perhaps have an editable/fill-able character sheet?
>>
>>46904777
Pankrator sounds way better though.
>>
>>46905016
I feel that's a matter of opinion. Pankratiast sounds like they practice the science of combat rather than an art.
>>
>>46904426
Good deal! Thanks. :)

>>46904777
>>46905016
Yeah, I swiped the word from Kill Six Billion Demons. Needed a name for a class that punches and wrestles people, but didn't want to go with 'monk'.

>>46904816
Fill-able? No, I'm afraid not. I still need to learn how to make those.
>>
>>46904816
>>46905550

Just looked up a couple of tutorials.

Okay, so this is a really rough prototype. Super primitive.
I'd like to eventually add the following features:
Automated ability score calculation.
A full sheet for equipment with automated encumbrance and inventory slot calculation.
Drop down boxes for skill selection.
Additional sheets for skill cards.
>>
>>46906365
This would work for now, but there's now way to write on more than one line in the skill and equipment boxes.
>>
>>46906472
Crap, you are right. Okay, I will try to fix that today and get back to you. I am sorry about the inconvenience.
>>
Don't know if this has been posted before. It's an design analysis of popular RPG systems. There's a lot of useful stuff in here.
>>
>>46906472
>>46906365
Improved, two-page version!
Thread posts: 209
Thread images: 46


[Boards: 3 / a / aco / adv / an / asp / b / bant / biz / c / can / cgl / ck / cm / co / cock / d / diy / e / fa / fap / fit / fitlit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mlpol / mo / mtv / mu / n / news / o / out / outsoc / p / po / pol / qa / qst / r / r9k / s / s4s / sci / soc / sp / spa / t / tg / toy / trash / trv / tv / u / v / vg / vint / vip / vp / vr / w / wg / wsg / wsr / x / y] [Search | Top | Home]

I'm aware that Imgur.com will stop allowing adult images since 15th of May. I'm taking actions to backup as much data as possible.
Read more on this topic here - https://archived.moe/talk/thread/1694/


If you need a post removed click on it's [Report] button and follow the instruction.
DMCA Content Takedown via dmca.com
All images are hosted on imgur.com.
If you like this website please support us by donating with Bitcoins at 16mKtbZiwW52BLkibtCr8jUg2KVUMTxVQ5
All trademarks and copyrights on this page are owned by their respective parties.
Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.
This is a 4chan archive - all of the content originated from that site.
This means that RandomArchive shows their content, archived.
If you need information for a Poster - contact them.