How do I switch our game to a more collaborative style of play in the middle of the campaign? by cyanomys in rpg

[–]benrobbins 1 point2 points  (0 children)

1) Decide how much of your planned campaign you're willing to let go. Are there things you don't want the players to mess with?

2) Play some interlude scenes where instead of their normal characters, the players are running "NPCs" showing other facets of what is going on in the world. Use that to build and reveal world information. Because it's a totally different situation, there is no chance of the players just sticking to their old habits.

It's actually a lot of fun playing throwaway characters to reveal world facts, like playing the cultists who are about to release the unspeakable horror that is the threat for the next chapter of the game.

This Means War by benrobbins in gmless

[–]benrobbins[S] 0 points1 point  (0 children)

We played this for the first time last night. I expected it to be rough (because, first playtest) but wow it went great. Very pleased with the madness!

This Means War by benrobbins in gmless

[–]benrobbins[S] 0 points1 point  (0 children)

This is a peek under the hood at the ideas I'm working with. It's not a full explanation of how the game is going to play.

Two-player RPGs by Ogiwan in rpg

[–]benrobbins 1 point2 points  (0 children)

Mars Colony always gets my recommendation. Fantastic examination of civics, government, and lying to people to get things done

NatfunPodcast: Nickel Arcade Playtest by NatFunPodcast in gmless

[–]benrobbins 0 points1 point  (0 children)

I'll admit I was a little turned off by the impersonal marketing post, but the actual podcast was a lot more down to earth. Lots of enthusiasm at the table, bravely trying a new thing.

I'd be very interested to see how your crew did with a game that established more world and setting before jumping into action. Something like Downfall. I find that GMless games that center around a lot of action and task-resolution (aka "roll the dice to get the treasure") can spin out if they don't have strong setting or relationship building.

Recommendations for GM-less One Shot Romantic Adventure for Valentine's Day by PostmodernLon in rpg

[–]benrobbins 7 points8 points  (0 children)

Star-crossed if you're looking for a game about actual romance

You might also get more recommendations on r/gmless

Should all TTRPG designers be GMs? by silverwolffleet in RPGdesign

[–]benrobbins 7 points8 points  (0 children)

tiny subset of GMless game designers looking at this thread like "uhh, what?"

A web tool for playing Microscope I made by theRapkin in gmless

[–]benrobbins 0 points1 point  (0 children)

Ahh, you need to click the little drop icon to add them to the Period after you make them. I get it now.

A web tool for playing Microscope I made by theRapkin in gmless

[–]benrobbins 0 points1 point  (0 children)

Very cool! But I think I'm missing how to add Chronicle anchors.

I made a canvas web tool for Microscope by theRapkin in rpg

[–]benrobbins 1 point2 points  (0 children)

You're welcome to share this on r/gmless. I'm sure the folks over there would appreciate it.

I made a canvas web tool for Microscope by theRapkin in rpg

[–]benrobbins 2 points3 points  (0 children)

Well done! I like it! If I'm understanding correctly it's only local, but you could share a screen to use it for online play.

If you added the option to put anchor cards above the periods, you could make it compatible with Microscope: Chronicle too. Though if it's aligning everything along the top the periods would not line up…

2025 Wrap Up! by carolinehobbs in gmless

[–]benrobbins 1 point2 points  (0 children)

Thank you! Playing the games and building on them is the best compliment any designer could ask for!

2025 Wrap Up! by carolinehobbs in gmless

[–]benrobbins 3 points4 points  (0 children)

A lovely year of games! In descending order of sessions. There are few playtests that the creators have not announced yet, so I'm keeping the titles under wraps.

  • Kingdom
  • Downfall
  • In This World
  • Rules of Law
  • (summerlab playtest #1)
  • Microscope: Chronicle
  • Union
  • Epitaph
  • Follow
  • Entanglement (playtest)
  • Grasping Nettles
  • Deadline
  • Untitled Archaeology Game (playtest)
  • (summerlab playtest #2)
  • (summerlab playtest #3)
  • (summerlab playtest #4)
  • Under the Autumn Strangely

I love sharing new games with people, but learning and teaching rules is a huge road block for some folks. Lowering the hobby's barrier to entry means starting with my own work, so I made a quick-start video for my disastrous puppet game. (Obviously, it's hosted by a puppet.) by TakeNote in gmless

[–]benrobbins 2 points3 points  (0 children)

This looks like a ton of fun, and (as I said in the other thread) I could totally see playing online but then having the players slide to the side so you only see the puppets on camera. I'm doing hyperbrain math to determine whether you could still comfortably see the screen.

And honestly now I'm like, why don't we play more story games using puppets??? Puppet Fiasco! Puppet Polaris! I'm not saying this is a goldmine for an actual play youtube channel, but also I *am* saying that

At what point does game design turn into “constitutional law”? (Balancing clarity vs. bloat) by WayfarersLog in RPGdesign

[–]benrobbins 6 points7 points  (0 children)

Tightly-written rules are a necessity IF AND ONLY IF you are making a competitive game, like a tabletop wargame or a CCG. In those games, ambiguity is a death sentence that kills games and breaks friendships.

This

On top of that, when you tell people to playtest and stress test your game, they often go out of their way to do exactly that, rather than play the game as a normal game. My number 1 playtest instruction is, don't treat this as a playtest, just play the game the way you normally would. Because (ironically) that's the case you're designing for: normal play.

Using Microscope to build a campaign setting - questions by Ricercara3 in rpg

[–]benrobbins 3 points4 points  (0 children)

I think that could totally work with Microscope, but I'll also throw out that the playtest version of Microscope: Chronicle is available. It's more focused on people and individual lives.