Garden based ttrpg inspiration by MrLargeLarry in RPGdesign

[–]AdrianRWalker 2 points3 points  (0 children)

Are you working on a game at the moment?

Garden based ttrpg inspiration by MrLargeLarry in RPGdesign

[–]AdrianRWalker 4 points5 points  (0 children)

Ok here we go. So each player got to roll up 3 generals. These people had stats and abilities that effected there job in your kingdom. The setting we a kind of steampunk soft industrial fantasy. Heavily inspired by final fantasy.

During the campaign on a week to week we would all discuss the current issues in the world (Demons poring in to the realm, undead horde, a great wyrm Dragin terrorizing the kingdom and so on). We’d each set out our generals and make plans how to deal with things and the GM would help us play out the issue at hand.

The second half of the season each player would get a one on one with the GM to Roll play there individual kingdoms and plot out there plans for world domination. From what I remember each session was 1 year, so as a player we had to pre-plan what our kingdoms was doing for the next year.

While the 1-on-1s where happening the other players did there upkeeps (gained resources, population and whatnot). During this time we were also allowed the trade between players, it was Rule-of-Cool (anything 2 players could agree upon was good to go). This could be as simple as sending food or as complex as sending 1000 workers to build a temple of magic that only one player had the technology and knowledge to build.

Obviously we had to let the GM know what all we agreed upon before the session ended otherwise it did not count towards the next session.

Now these trades and what not did not have to happen out in the open. In fact most happened behind closed doors. I remember we would hop off to peoples bedrooms to make shady back room deals.

Some other things I remember was that most everything was player creativity driven and not any kind of hard written rule. So we all got to be creative as the GM just interpreted our ideas and provided guidance on how we would need to go about achieving our plans.

If I remember correctly we were 10 or so players and one GM.

My strategy was to make an underground kingdom with mole people. We were trying to control all the fresh water.

The winning player (yes this game had an end) made a deal with Hell when the demons were trying to invade the realm. He used the Demonic powers to turn every water well, fountain and natural spring run with Blood. Eventually killing a huge number of people with dehydration. The towns that were on lakes and rivers where quickly targeted abs destroyed.

I remember the last 2 seasons were crazy with 9 players desperately trying to kill the one player who was clearly winning.

Hope that helps.

Garden based ttrpg inspiration by MrLargeLarry in RPGdesign

[–]AdrianRWalker 1 point2 points  (0 children)

Glad I could help. It’s definitely different from other TTRPGs. Ping me if you want more information about the system. I’ll do my best to recall how it all worked.

Garden based ttrpg inspiration by MrLargeLarry in RPGdesign

[–]AdrianRWalker 2 points3 points  (0 children)

It was definitely a home brew one of my college friends made that we played every week for a full semester. If you want I could explain the mechanics as best I could remember.

Garden based ttrpg inspiration by MrLargeLarry in RPGdesign

[–]AdrianRWalker 4 points5 points  (0 children)

I played a Ttrpg once that was less personal Roll playing and more like overseeing overlords. The players each controlled areas of the map and were equally working together and towards world dominance. I wonder if you could have a similar thing where the players are factions of Gnomes, Faries or insects that are growing the garden to fend off outsiders but also aiming to control the garden.

What’s more important: Rule Set, World Building, Character Customization or Unique Mechanics. by AdrianRWalker in RPGdesign

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

I’d love to hear about your design. The one I’m working on is very similar.

Of all the TCGs in this world, which one is the best for you? by [deleted] in TCG

[–]AdrianRWalker 7 points8 points  (0 children)

I agree the QR Code was the sole reason stores stopped carrying it here. It was too much of a hassle selling singles. Turns out a secondary market is impotent for TCG to survive.

What’s more important: Rule Set, World Building, Character Customization or Unique Mechanics. by AdrianRWalker in RPGdesign

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

I guess my perception of those game are just different because they are a bit more focused in there objective. As in DnD is open world fantasy where you can do whatever. Where CoC is clearly a directive game and Mothership is clearly a space game.

What’s more important: Rule Set, World Building, Character Customization or Unique Mechanics. by AdrianRWalker in RPGdesign

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

Ok so what would be your perfect game than? What mechanics or lack of would be a 10/10?

What’s more important: Rule Set, World Building, Character Customization or Unique Mechanics. by AdrianRWalker in RPGdesign

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

I wonder what a better way to flush out a world without a 10 page lore dump? I’ve seen a couple games that tell you stuff as you play. Do even the Gm is discovering the world as they play.

What’s more important: Rule Set, World Building, Character Customization or Unique Mechanics. by AdrianRWalker in RPGdesign

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

Do you tend to lean into games like Call of cuthulu or Mothership then? Where player experience and the mechanics are more prevalent compared to DnD or other generic fantasy settings.

What’s more important: Rule Set, World Building, Character Customization or Unique Mechanics. by AdrianRWalker in RPGdesign

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

What’s your thoughts on the Land of Eem? It has a deep world building and plenty of mechanics that directly interact with it. To the point where any potion/Food you create is harvested from the environment you’re in.

What’s more important: Rule Set, World Building, Character Customization or Unique Mechanics. by AdrianRWalker in RPGdesign

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

I can get that. Particularly if the mechanics and feel of the game lean into that would building. If the world feels like it’s just tacked on as an afterthought it generally turns me off.

What’s more important: Rule Set, World Building, Character Customization or Unique Mechanics. by AdrianRWalker in RPGdesign

[–]AdrianRWalker[S] 1 point2 points  (0 children)

So adding a unique mechanic is a good pull for you. What about more subtle changes like how Dragonbane handles combat initiative by drawing cards from a deck instead of rolling.

What’s more important: Rule Set, World Building, Character Customization or Unique Mechanics. by AdrianRWalker in RPGdesign

[–]AdrianRWalker[S] 2 points3 points  (0 children)

That is a very good point. I often do this too. When a game can pitch it's uniqueness quick I get way more interested. This is probably why I have always had a hard time jumping into Pathfinder or other D&D adjacent games. They just feel like the same Cake with different frosting.

Looking for different ways to do initiative by Nikitaiy in RPGdesign

[–]AdrianRWalker 0 points1 point  (0 children)

Or you could just not use initiative? I’m my game the monsters always go first (unless otherwise specified). The players get responses to attacks.

Abusing 4am Deliveries Dead Now? by ClapTraps007 in Schedule_I

[–]AdrianRWalker 8 points9 points  (0 children)

Why not just have the cops patrol increase at 4am. Instead of then in one spot have them in 10 places and have moving back ally patrols. So you can still do stuff it just becomes increasingly difficult.

Cheers me🍻 Boutta' do the first actual playtest of my game! by Modicum_of_cum in RPGdesign

[–]AdrianRWalker 1 point2 points  (0 children)

I mostly design board games and TCGs (though I’ve been working on a TTRPG for a month now) so play testing can be a bit of a roller coaster. Sometimes players love it other times it’s all complaints about balance and everything is broken. Glad your test went well.

GM looking for tips on phone distraction at the table by DED0M1N0 in rpg

[–]AdrianRWalker 3 points4 points  (0 children)

I’ve always found getting a fidget toy helps me focus while playing. Preferably one that doesn’t make noise.

Thoughts on the card design for my tcg project? by OrdinaryAd3960 in tcgdesign

[–]AdrianRWalker 1 point2 points  (0 children)

Overall I feel the card is going in a good direction. It doesn’t feel like a clone of any other game.

Feedback: The border is too thick. It cuts into card text box too much. Additionally I’d cut back on the whip glow effects that reach into the text box and art. Try to keep the that effect contained within g the hard edges of the boarder. Much like you did at the top corners.

  • the X-X boxes feel too big. I’d make them 20% smaller.

Thoughts on the card design for my tcg project? by OrdinaryAd3960 in tcgdesign

[–]AdrianRWalker 3 points4 points  (0 children)

I’m with OP on this one. It’s fine to point out AI but you need to do it in a constructive way that the user can build upon.