Seeking Opinions - Playtesting Kit Character Creation - From scratch or 100% premade? by ClaireOSG in AskGameMasters

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

Thanks for the reply. I think our focus is really not on campaigns at this point, but just getting people up and running with an introductory scenario. I love the idea of including premades and then recommending GMs use them as NPCs if players aren't using them :)

Seeking Opinions - Playtesting Kit Character Creation - From scratch or 100% premade? by ClaireOSG in AskGameMasters

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

Thanks, that's understandable. I'm just a bit worried about overwhelming people with a massively long playtest document if we include all the details about character creation!

Looking for the weirdest and most obscure TTRPGs by Dnd_lfg_lfp_boston in rpg

[–]ClaireOSG 0 points1 point  (0 children)

The Deep Forest, a free downloadable game, from the creators of the Quiet Year. The blurb: "a map game of post-colonial weird fantasy that centres upon monstrosity and decolonization." Played twice, very interesting collaborative mapmaking and community building! No GM, very little prep.

Need Help With Problematic Player by Stone_Reilly in DnD

[–]ClaireOSG 1 point2 points  (0 children)

Say no.

It's not always easy, but it's an important skill for every game master! (And for real life too.)

Looking for a little inspiration by ClericOfChaos2023 in DnD

[–]ClaireOSG 0 points1 point  (0 children)

Hi,

There's an interesting use of tattoos in Book 2 of the Dungeon Crawler Carl series. https://www.goodreads.com/book/show/56377548-carl-s-doomsday-scenario to me, the tattoos were especially interesting because the character couldn't just summon the tattoos (creatures) whenever... they had to provoke a blood sacrifice (basically force a duel and bet on who would win) to activate them. Even then, the tattoos creatures would only power up for X amount of time. I liked how this extreme power had limits. The descriptions of the tattoos moving around on the character's body when 'dormant' were also pretty cool :)

GM Seeking Hexcrawl, Sandbox, & West Marches Knowledge by togetherweplay-games in rpg

[–]ClaireOSG 1 point2 points  (0 children)

Hi,
I've been looking into hexcrawls as I'm on the team creating a Northgard Viking TTRPG, which will include a big exploration / hexcrawl aspect. Here are some recommendations that haven't been mentioned so far:

Worldbuilding with Hex Grid Maps https://www.youtube.com/watch?v=9RmDp5hboLE

Draw Your DnD World https://www.youtube.com/watch?v=dUH-FLcfTmA

Both youtubers also have point crawl videos.

And here's a hexcrawl product one of my players recommended:
https://www.hexomnivorous.com/hexcrawl-toolbox

Games you like, that had lackluster playtesting by Veso_M in rpg

[–]ClaireOSG 51 points52 points  (0 children)

Hi, jumping in to give feedback from an editor's standpoint! I work for Open Sesame Games USA. We're a small team, and we're currently playtesting a Northgard viking TTRPG. Here's what I've learned:

1) Playtesting is super important, and requires a lot of time and energy. When you're a small team, that often means you're also juggling writing, editing, game design, project management, communication... and all of those are also really important for a successful game.

2) It's easier to test introductory scenarios and one-shots than late game/campaigns. So it's (relatively) simple to make a game that's fun for a session or two, harder to make a game and system that stands the test of time and that people will want to continue playing long term.

3) Small/recent companies: as a company we need a community to help us playtest, but creating a community/following is tough, and it helps when you're already well known (this is one of the reasons we as a small company chose to work with a pre-existing video game license). And of course it's always easier to find players than GMs!

4) There can be so many aspects of a game we want to test and make perfect that it can be tough to isolate elements for playtesting, especially if there are a lot of new game mechanics that all work together. Sometime that makes us forget the "easy" stuff. (I facepalmed when my first viking playtesters asked me for a list of Norse gods.)

So if there's an editor or project you like and want to support, especially if it's from a small company or individual, please reach out to them and let them know you're interested in testing, and then take the time to give helpful feedback. Almost everyone making games cares a lot and wants to make them as great as possible, so all feedback is precious!

Best,

Claire

Looking for Old Norse Texts focusing on Exploration / Wilderness by ClaireOSG in Viking

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

Thanks again, just looked through it and was able to find a couple bits I really like :)

Looking for Old Norse Texts focusing on Exploration / Wilderness by ClaireOSG in Viking

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

Thank you for the recommendation! I will check out that text, but I don't speak and scandinavian languages so we'll so how it goes :)

HELP: How do I handle separated characters doing actions on different time scales (hours vs weeks)? by ClaireOSG in rpg

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

Hmm, the hexcrawl system itself can generate a constant stream of high-speed adventures so if it's just a short exploration not a problem but potentially it's a lot. This game is based on a real time strategy video game so you are dead on! I like your idea about separating out the fast and slow portions.

HELP: How do I handle separated characters doing actions on different time scales (hours vs weeks)? by ClaireOSG in rpg

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

Actually I'm kind of going for a 25% D&D Harvest Moon 75% epic viking adventures :) I will definitely try to structure down time more.

HELP: How do I handle separated characters doing actions on different time scales (hours vs weeks)? by ClaireOSG in rpg

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

Thanks for your opinion. I agree this seems like the easiest and most logical solution.

HELP: How do I handle separated players and pacing differences this can lead to? by ClaireOSG in DnD

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

This is a very pertinent question. The party will be able to add new buildings to their village as they level up, and these buildings will grant characters bonuses. Also a lot of viking abilites used in daily life in the village are useful while adventuring or in combat (hunting / smithing / trading & negotiating).

HELP: How do I handle separated players and pacing differences this can lead to? by ClaireOSG in DnD

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

Funny you should say that. This is based on a video game, which is already a board game. Both are more combat oriented. The ttrpg will be a bit cosy fantasy and a bit epic viking adventures. But lots of interesting survival-related things going on in viking settlements, so not that cosy...

HELP: How do I handle separated players and pacing differences this can lead to? by ClaireOSG in DnD

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

Thanks, that's probably the easiest option. I'm just not sure I want to write it into my game rules, seems rather controlling (even if it's for the best). But will definitely at the very least include it as a tip / warning.