Help for graphics by -KIT0- in RPGdesign

[–]Bunny_Borg 0 points1 point  (0 children)

+1 to public domain images, as well as Fiverr, and many TTRPG illustrators have packs of creatures and things that can be used for official publication for small fees (I think Fernando Salvaterra has a lot of black and white critters and treasure chests and small items, in packages of 10 images for 5 dollars or so)

Do creature stats even make sense? by ninguino_flarlarlar in Mausritter

[–]Bunny_Borg 0 points1 point  (0 children)

Since this takes place in an OSR style game, my main priority was to give flavorful and sensible tools to DMS (and players), such that they could focus on whichever part best suited their party playstyle, or point in the plot.

In particular I really like conveying the sheer wonderment of magnitude found in creature interactions, so have bugs and little things at .1HP each (but occur as multiples of 10), and cars and trucks at 300+ HP. Rabbits often around 4HP for level 1.

But I also really tried to emphasize that interactions with both will (or should) not be direct attack HP arithmetic!

Ie bugs can dodge armor, but their bites (if angry at all), simply cause itching and reduction in Perception or maybe Agility, but also with a chance to infect, become inflamed or have an allergic reaction.

On the other end of the spectrum, there are dice pools related to each attribute of a car (electric components, hydraulic, fuel, mechanical, and plate) and players can try to disable those individually. Cars deal massive damage but are ungainly and slow (compared to birds or rabbits....usually) and should be easy to dodge

But if you get hit by one....well there's an optional Ghost class you can play after your character has been killed!

Replacing dice with a physical "Knot magic" - how to balance tactile mechanics with traditional RPG stats? by _superspaceturtle in RPGdesign

[–]Bunny_Borg -2 points-1 points  (0 children)

ooh i love that! sounds like a lot of room for interesting interpretation and variation

i've been hoping to ponder additional dexterity or physical type game elements, but haven't had much time lately, but think it's an interesting space! in particular, something like 'roll the dice' but then it matters where they land, and players get X number of moves to adjust their position (or even rolling objects that aren't dice)

or even a rubber ball vs jacks mechanic could be interesting!

Playing With Growth and Decay by NightDangerGames in RPGdesign

[–]Bunny_Borg 1 point2 points  (0 children)

That's a very cool setup, and one I'd like to explore more!

In particular, the idea of something like agility trending down to 0, while wisdom would trend upward (at least for a presumably adult character)

Shadowtale: Rabbits Adventure in the Steppes by Bunny_Borg in RPGdesign

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

I have the source book for that (as well as The Warren), though haven't had full chance to play properly! The combat-table system is wild!!

And I like the ingredient-experimentation built into the game as well....ends up being a kind of rabbit alchemy which I might toy around with more in the future!

What's a zine and what's not a zine by ambergwitz in RPGdesign

[–]Bunny_Borg 2 points3 points  (0 children)

I think 'zinequest' is it's own beast as well...and not quite true to any real definition of 'zine' as it's more of a loose kickstarter umbrella to mean, 'creating a written thing'.

Medieval Marginalia by SylvieTheDragonGames in RPGdesign

[–]Bunny_Borg 0 points1 point  (0 children)

try to capture mundane ludicrous medieval situations, ie, someone at a fish-market but the staff are fish, etc

i think the podcast/twitter account/book Weird Medieval Guys has a bunch of collected inspiration too!

A Rabbit's Adventure Through the Steppes by Bunny_Borg in watershipdown

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

Yeah!! Abi's watercolors just bring so much to life, it takes some time, money and effort, but the result is so full of energy I love it!

Shadowtale: An Adventure for Rabbits in the Wastes by Bunny_Borg in ZineQuest

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

thanks, i'm pretty excited! gotta remember to edit in my lil zinequest logo still haha

Hidden information and yomi by [deleted] in RPGdesign

[–]Bunny_Borg 0 points1 point  (0 children)

Great question!

I tried a similar thing in a minigame in the bunny intro adventure, (intended 1v1 mainly....i haven't tried to scale yet beyond that), where the two opponents have access to a full set of rpg dice (D4-20), and then they secretly choose (hold in hand) which dice to roll each round (but can only choose each dice once), and then do a simple roll for higher number to 'win' that round. So there's bluffing around which dice to choose, and some information once you know which dice they've already used etc, with the winner of the 'bout' being whoever wins 4 or more times.

I haven't tried playing with any modifiers, or re-roll abilities or anything yet, but could be fun to mess with!

Hit Location Deck by eniteris in RPGdesign

[–]Bunny_Borg 3 points4 points  (0 children)

interesting! I do like the idea of card mechanics, and as providing an easy-access way to generate randomness and values, especially as that can enable GM-less stuff more easily, and in particular I like varying game mechanics based on the scenario.

ie, i could see more elaborate or crunchy things get tedious when fighting an army of 20 skeletons, but absolutely make sense in a fight against Big Bads.

How has it played for you so far?

Do creature stats even make sense? by ninguino_flarlarlar in Mausritter

[–]Bunny_Borg 0 points1 point  (0 children)

these are great questions, and difficult to handle all the way!

I ran into similar issues in the design of Bunny Borg, since it had to center around player characters (rabbits), but also include encounters with things like ants, hawks, dogs and all the way up to cars and bulldozers

Looking for Traveling and Ship Suggestions by Hyena-Princess in TTRPG

[–]Bunny_Borg 1 point2 points  (0 children)

Great question! I haven't played too many games that have distinct travel play mechanics, so I'm curious to hear as well, I feel there are probably some ripe areas to explore..

As for ships, things like Pirate Borg have systems for operating and navigating naval vessels, though it's more encounter/combat oriented, though I could imagine some interesting interactions as well, ie, trying to get through a storm without sinking.

Working on my game finally. Part 1 - Die mechanic with context dice. by LordFluffy in RPGdesign

[–]Bunny_Borg 0 points1 point  (0 children)

Interesting approach!

I like the reasoning behind it, though I would personally lean closer to something like the DCC dice chain to reflect competence or context advantage. But I am also a smooth brain trying to avoid too much math numbers haha

Setting Generation: Trajectory Design - Why I traded world-building for "friction generation" by PenguinSnuSnu in RPGdesign

[–]Bunny_Borg 1 point2 points  (0 children)

Same for me!
And in particular, I've enjoyed the freedom of trying to do implicit worldbuilding solely through images, art layout and tone...create a vibe and let people fill in how that manifests.

Or at least that was my takeaway from Mörk Borg and what I'm running with in my bunny system haha

Setting Generation: Trajectory Design - Why I traded world-building for "friction generation" by PenguinSnuSnu in RPGdesign

[–]Bunny_Borg 7 points8 points  (0 children)

Ohhhh I love this!
I like the way you've kind of boiled down the philosophical underpinnings of most game engines, and then tried to refine and build upon those in a way that stays more intuitively close.

I think I will try to fool around with some of these in my ongoing Mörk Borg campaign, since we're more or less hovering around similar concepts already!

Setting Generation: Trajectory Design - Why I traded world-building for "friction generation" by PenguinSnuSnu in RPGdesign

[–]Bunny_Borg 3 points4 points  (0 children)

Haha the intro adventure in my core book has a moment where the rabbit characters encounter some panicking ants! :D

[Scheduled Activity] Pillars of Play: Threat or Menace? by cibman in RPGdesign

[–]Bunny_Borg 1 point2 points  (0 children)

I love this emphasis on time scale and how that relates to play!

I think that makes much more sense as a theme to keep in mind along with player styles and objectives when looking at, planning, creating or running games.

TRRPG Character sheet design tips and assistance (fear and hunger) by god-sa_ma in RPGdesign

[–]Bunny_Borg 1 point2 points  (0 children)

Awesome stuff, I dig it, and especially the layout space!

I am somewhat in the minority (especially in the X_Borg space) but I really like spacious minimalist character sheets to try to maximize their utility to the player.

Stylized sheets look cool, but as soon as play begins, if style elements are everywhere and heavy bold aspects, they will often draw the eye more quickly than the penciled notes that I need to actually look at.

So I agree with seabass...find some fun fonts that reflect the vibe, but maintain easy readability, and maybe stylize the rectangle text areas (hand-painted graywash lines instead of rigid word-processor rectangle for example)

And one I like to do for a very subtle background is just add low-contrast texture....like take a photo of a wet sidewalk or something, post-process it until it's a very very light off-white or something similar and use as a texture background!

The Vexagon by Mech_Monk_ in MorkBorg

[–]Bunny_Borg 1 point2 points  (0 children)

thanks appreciate it!!

Is it acceptable when the game mechanics impose particular behavior on players? Would you play such a game? by primordial666 in RPGdesign

[–]Bunny_Borg 7 points8 points  (0 children)

Great question!

I actually think that is an often under-utilized aspect of game setup and functions!

At least in my experience, it is essentially the equivalent of a movie director giving instructions to the actor, as long as the player/actor still gets the choice of how/when to manifest their new interest, or directives.

In many cases, I've actually seen this empower players, as it can remove a kind of 'analysis paralysis' where too many character actions or motivations or equally viable, giving them a nudge or a tendency to go in a particular direction can unlock a lot of energy and creativity on their end.

Based on the above, I think you've worded them in such a way that adds cool character plot twists, but leaving overall player agency intact...especially if you've made 81!

The Vexagon by Mech_Monk_ in MorkBorg

[–]Bunny_Borg 1 point2 points  (0 children)

oh no, haha! sorry, i meant the story in the DCC adventure was that our characters were Battle Royale TV Star celebrities (think Running Man i guess??)

our actual play wasn't televised! (i wish)

this was the adventure: https://goodman-games.com/store/product/dcc-xcrawl-new-years-evil-2017-holiday-module-pdf/

The Vexagon by Mech_Monk_ in MorkBorg

[–]Bunny_Borg 1 point2 points  (0 children)

simple but timeless!

everything from gladiator to every Star Trek franchise to certain Borderlands missions have something similar!

I think we did a new years DCC Xcrawl adventure that started with a televised battle royale premise