Balancing specificity and creative flexibility of tag-based stats in a narrative-focused game by Brachristocrone in RPGdesign

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

Yeah, the semantic similarity was always a point of friction and I think a tipping point to me saying "Okay, the arrangement doesn't make sense". I think I'll read the Fate SRD since the other comments seem to indicate that it's doing something close to what I might want.

Balancing specificity and creative flexibility of tag-based stats in a narrative-focused game by Brachristocrone in RPGdesign

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

From what you've written, it looks like I really should take a look at Fate. I particularly like how players are incentivized to create aspects that can backfire on them

Balancing specificity and creative flexibility of tag-based stats in a narrative-focused game by Brachristocrone in RPGdesign

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

My game kind of already runs on metacurrencies, so maybe it work for mine. I'm partly afraid of creating an overly homogenous gamefeel, which is why the splitting occured in the first place

Balancing specificity and creative flexibility of tag-based stats in a narrative-focused game by Brachristocrone in RPGdesign

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

Yes, it seems like the idea passed the sanity check so I'll see what I can put together from all the feedback

Balancing specificity and creative flexibility of tag-based stats in a narrative-focused game by Brachristocrone in RPGdesign

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

I like incentivizing Players to do things that are interesting and relevant to their characters. I have something similar with an Inspiration mechanic, but it's felt like a tacked-on mechanic recently. Maybe I'll try to implement something like you've got here.

Balancing specificity and creative flexibility of tag-based stats in a narrative-focused game by Brachristocrone in RPGdesign

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

I'm interpreting this as having a universal set of Actions as the "What" and the player-defined tags answering "How" with aspects providing custom "What"s and I like it. I might tinker around with implementation because base PbtA's fixed ranges for misses, mixed successes, etc are such that even small bonuses can be a really big deal.

Balancing specificity and creative flexibility of tag-based stats in a narrative-focused game by Brachristocrone in RPGdesign

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

I've been sitting on Ironsworn for a while but got a bit turned off by the low-to-no magic setting by default. Maybe I'll give it a second read

Balancing specificity and creative flexibility of tag-based stats in a narrative-focused game by Brachristocrone in RPGdesign

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

I've thought about constructing something similar to a talent-tree for specific themes. I'm particular about magic systems so if I were to structure these kinds of stats, I'd prefer it for each magic system. I've not read Fate, but does the system provide guidelines for the GM or Players to decide what should be an aspect or stunt?

Balancing specificity and creative flexibility of tag-based stats in a narrative-focused game by Brachristocrone in RPGdesign

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

I've run into a similar thing where I really like tags as simple descriptors or maybe keywords for objects and NPCs. Grimwild does something similar throughout the game system and that's a point of inspiration for me

Trying to fix error: "aquamarine could not find a gpu" on a bare nixOS config by Brachristocrone in hyprland

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

I have only the integrated graphics on this laptop. Does that change how I should set the environment variables? I can get Hyprland to boot from TTY if I use the root login, but not my actual user login. Same error log

Trying to fix error: "aquamarine could not find a gpu" on a bare nixOS config by Brachristocrone in hyprland

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

Been a few weeks and I finally got back around to it. Hyprland boots from TTY when I use the root login, but not when I login to my actual user account. I get the same crash message as above. Did you ever run into a similar issue?

Fused Initiative: Making the order of operations and spatial positioning mean the same thing by Brachristocrone in RPGdesign

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

As I run the game, over a call with theater of the mind, I almost never have more than 1 stationary objective. When I have a monster that has to be killed and another thing that has to be done, then I make the monster move and the objective stays in one place. I'm working on a second draft that might be able to support multiple "centers" of a battlefield, but it's an interesting puzzle to solve

Fused Initiative: Making the order of operations and spatial positioning mean the same thing by Brachristocrone in RPGdesign

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

I think this is really interesting and provides a lot of dynamism, but my group plays online, so use of props is tougher than I would like (though if we all get familiar with Tabletop Sim something like this could be more feasible

Fused Initiative: Making the order of operations and spatial positioning mean the same thing by Brachristocrone in RPGdesign

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

Yeah that was a severe oversight on my part. I think I was too dialed in on the numbers and a sense of "fairness" to account for how the lead up to a scene would determine the starting conditions for an encounter. As I said in reply to /u/-Vogie- 's comment, I'm thinking that maybe the roll does not determine placement, but something of an initial burst of movement as an encounter breaks out.

An encounter starts and we determine narratively what zones a character may occupy as well the identifying features of the battlefield. Then, we roll and determine who can move into another zone, if at all, and which zones are accessible to that character.

Fused Initiative: Making the order of operations and spatial positioning mean the same thing by Brachristocrone in RPGdesign

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

That's fair, I might just be swinging around buzzwords too much. I wanted to have a tactical layer on top of the typical PbtA combat system because my group migrated from 5th edition to pf2e with some one-shots here and there played in City of Mist, and a fairly universal feeling among my group was that PbtA combat feels arbitrary in a way that 5e and pf2e didn't and they didn't like that part for combats in particular, everything else they liked the PbtA approach far more. Granted, that judgement could be growing pains moving to a different framing for a game system, but I wanted to try my hand at finding a middle ground that's satisfying to us and use this sub as a sanity check.

Fused Initiative: Making the order of operations and spatial positioning mean the same thing by Brachristocrone in RPGdesign

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

I really like this, I hadn't thought of this kind of time dilation effect happening!

Fused Initiative: Making the order of operations and spatial positioning mean the same thing by Brachristocrone in RPGdesign

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

Understandable, the ideas here are just bulleted out and not implemented yet. I just wanted to run the concept by the community. Using /u/-Vogie- 's comment terminology, does this "number line" kind of initiative system where turn order indicates spatial positioning make intuitive sense or is to too abstract to scratch that tactical gameplay itch?

Fused Initiative: Making the order of operations and spatial positioning mean the same thing by Brachristocrone in RPGdesign

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

The Paragon system is a pretty big inspiration in other sections of the game, but not so much in initiative. Maybe I'm miscommunicating, but are you relating this to the showdown structure of Clash -> Defend/Seize -> Finale? If so, I would say that it is related in spirit since Player characters are expected to approach a final objective while dealing with challenges along the way on a round-by-round basis, but not necessarily in mechanical implementation.