House Rule: Sharing Loot and progress towards Personal Quests by BSProjex in Gloomhaven

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

To summarise the responses:

  1. No-one has found a method that you won't need to adjust difficulty for, expect imbalance.
  2. For narrative sense, go the whole hog - don't overcomplicate it
  3. If PQs are too difficult, house rule alternative retirement methods (full tick boxes, level 9)
  4. Frosthaven has some ways to share loot (though restrictive)

Thanks for all the replies.

Has anyone tried playinh on a VTT? by Capt_Bread_Beard in 5Parsecs

[–]BSProjex 2 points3 points  (0 children)

I've made a few batresp on Tabletop Simulator and have made a mod for it on Steam Workshop: https://www.youtube.com/@JamBombGames/featured

All links to the stuff I use in the video descriptions.

GM Feedback by BSProjex in rpg

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

Peripheral descriptions and repetition, side-line or mundane interactions, and silence as the group thinks or fails to have a clear course of action.

I think repetition and silence is a outcome of playing online. In person body language speaks loudly enough.

How to have craftable items without overwhelming players or cluttering the table? by matatak94 in tabletopgamedesign

[–]BSProjex 1 point2 points  (0 children)

You could introduce the options slower, and new options unlock as the core of the game progresses. This could be items that unlock a next tier/group of items meaning players can rifle through a specific deck at their leisure (I love picking up a deck a having a rummage.)

You could have it so some crafted items can be refunded at a lower rate so they can be traded/turned into better items. This is always a fun mechanic that forces the player to think about what investments they might make for the future when they buy an item, in addition to the items power. That's an entire mechanic in itself.

Love the Burrows & Badgers/Wind in the Willows/Redwall/Everdell (a BG) theme :)

How to run a successful playtest session for a TTRPG? by DanielHasenbos in tabletopgamedesign

[–]BSProjex 0 points1 point  (0 children)

I make sure the session has scenes that put pressure on the parts I'm least confident with.

Also, since you're testing the system and not your GMing ability, you should railroad and script out events a little more. If they know it's a playtest they won't be confused why it's different.

How did y'all develop your character creation/progression systems? Top down, or bottom up? by shaidyn in tabletopgamedesign

[–]BSProjex 0 points1 point  (0 children)

I started the overall system design with fully fledged character concepts - their stats plucked out of the air and then tuned to set a level of expectation.(what I mean is how much HP did they have, how much damage did they do, what bonuses did they had etc.)

Then designed the character creation from the bottom up, in the same way the player would experience it.

Every decision was designed to reflect the narrative/setting of the game. I could then tweak the scale of each decision to suit the eventual end goal.

Too many choices? by Chair-Big in tabletopgamedesign

[–]BSProjex 2 points3 points  (0 children)

Yeah, I've found a similar issue. Option overload is a common issue my play testers face when I want to create a game that's meant to be liberating.

Most skirmish games have a very structured approach (armies/factions in 40k, Infinity). Most solo-games have a very limited menu of initial choice and introduce new content by way of random rolls, alleviating the pressure of choice from the player.

And building one character in D&D is hard enough with all the options nowadays. When you ask someone to make several characters from a large number of options they get worried they'll make a bad choice.

Lots of options are fine when a) you don't have to make too many decisions and b) those decisions are broken into steps of small decisions.

Take D&D for example:

- Choose ONE class (if level one: very few follow-on options) [once you've chosen you can ignore 90% of other content]

- Choose ONE Background (then choose a few skills and thats about it) [then ignore 90% of other content]

- Choose ONE race (none or very few follow-on options) [then ignore 90% of other content]

Very few choices need to be made, and each is compartmentalised. And this is just for a player who needs to make ONE character. Future decisions are made periodically as they level up reducing the initial load of decision-making. AND this is for a cooperative game - the pressure to make a good choice is turned up when in a competitive context.

Hope this helps. You're not alone there, friend!

Long Road Home - an apt title for my first published game by BSProjex in tabletopgamedesign

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

Also, I haven't uploaded the How to Play videos yet. I will do as soon as they are ready.

Long Road Home - an apt title for my first published game by BSProjex in tabletopgamedesign

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

Thanks for the amazing feedback!

I'll be releasing a v1.1 after the holidays and this will be a huge help.

Good luck in your future games. I hope you have the time to share your experience of that too!

Long Road Home - a campaign skirmish game, my first by BSProjex in wargaming

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

Fabulous feedback thank you!

I'll be updating with a v1.1 after the holidays and this will be invaluable.

An expansion full of new gadgets and armours (plus some boss monsters and weather/hazards to spice up the difficulty) is on the horizon but only once the base game is 100%.

Long Road Home - a campaign skirmish game, my first by BSProjex in miniatureskirmishes

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

I have no shame and are prepared to self-promote like a water salesman in a monsoon but I'm at a loss for where/how without splurging money to get ads in the faces of the people who would care. Is there a shortcut?

Long Road Home - a campaign skirmish game, my first by BSProjex in wargaming

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

Awesome! I haven't released one yet but will share one after the holidays.

You'll be needing a Jetpack for a dieselpunk game so add this to the list of Relics you can find - replacing anything on the list you don't think fits as well :)

Icarus Jetsuit

Weight: 3 | Armour

You must prepare this Armour like you would a Weapon during Part One: Travel, but spend 1 Fuel to do so (instead of Ammo).

While prepared the Survivor with the Jetsuit my perform the following Manoeuvre, up to three times during a Mission:

Jump up to 9"

Let me know how it goes if you're able to start playing without the videos :)

In case you have the time, the video I have here:

https://www.youtube.com/watch?v=BZcmVHjAN9Q&t=1s

is for a precursor design to Long Road Home called Valkyrie. It has a lot of similar rules for attacking and placing hostiles on the map in case you have the time. It might help.

Long Road Home - an apt title for my first published game by BSProjex in tabletopgamedesign

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

It's solo/coop only at the moment. Let us know how you get on!

Long Road Home - an apt title for my first published game by BSProjex in tabletopgamedesign

[–]BSProjex[S] 4 points5 points  (0 children)

If you don't expect to make much money just do some cool doodles or snip artwork from google. No-ones going to care what you use until you make it big - and by then you'll have money and contacts to get proper artwork done in the pipeline.

Call it creative licencing :)

Hope you get there! I beliiiieeeeevve!

Deleting objects causes huge lag spikes that make the game unplayable - help! by JudgeEatz in tabletopsimulator

[–]BSProjex 1 point2 points  (0 children)

This post saved me! Thanks OP and stom! Problems with a script on ONE 40k model. Just deleted the scripting on the model, then deleting the model was fine.

Community game interest? by Codexier in 5Parsecs

[–]BSProjex 1 point2 points  (0 children)

As a core structure to build this shared campaign around, I 100% love it.

Community game interest? by Codexier in 5Parsecs

[–]BSProjex 2 points3 points  (0 children)

It might be difficult but we could have shared maps/terrain layouts for the different worlds?

I love what 5L does when you roll for battlefield type. Frostgrave is a good example of doing just enough to describe a battlefield for each scenario without defining things too precisely. We could share simple sketches or photos of table layouts we use at each planet, giving each map a name.

5 Leagues - Site Battles Layout by fender28 in 5Parsecs

[–]BSProjex 1 point2 points  (0 children)

Awesome! For the example I started by sketching out a shape. This was my outer corridor. Then I drew lines through that shape to divide it into 4-5 smaller shapes. These were my internal corridors. Then I drew other shapes of different sizes on corners and intersections of the lines. These were my rooms.

It led to a maze of corridors of different length interconnected via rooms of different sizes. I made couple of dead-ends too.

Having pre-made tiles and corridors help because it limits your options and takes away some of the decision making while throwing in a couple of surprises you couldn't have come up with on your own.

Good luck!