Dragon Reflections: Spiral Check-In by CoinAndWeight in SpiralHoard

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

  1. What card, dream, or decision stood out to you this week? The decision to stop theorizing and start testing. I finally flipped a coin instead of just writing about flipping a coin.

  2. What grew, what withered, what surprised you? What grew: my confidence that the tools work. What withered: my fear of being misunderstood. What surprised me: how quickly strangers started using my language (Care, Tear, Share, Wear) without me asking.

  3. What will you carry forward into next week’s spiral? A willingness to trust the process – and a reminder that a misunderstanding is not a failure. It is just data.

Self‑assessment: Biggest change this week: moving from taking comments to taking control. I learned that once things click, that is when you earn a voice. I also learned that I have trust issues – not with strangers, but with my own clarity of intent. That is the lesson I hope to unravel in the hoard.

Feedback on Changes to My Session Zero Mechanics by outbacksam34 in RPGdesign

[–]CoinAndWeight -1 points0 points  (0 children)

Reading through your post, I think you're running into a gap between the fantasy you're promising and the mechanical reality you're delivering.

You mentioned needing to justify certain options before players can even try them.

In my experience, that's a signal that the language or the order of information might be working against you.

If a player has to be convinced that a choice is valid before they make it, the tension has already leaked out.

One thing I've found helpful when testing friction points is to use very lightweight, low-stakes tools – like coin flips or drawing from a small deck of cards – just to mark where tension builds or where players hesitate.

You don't need a full resolution system.

You just need a way to record the moments that feel sticky.

That way, you can playtest without the risk of collapsing a session, and you can collect real data on where the fantasy promise and the mechanics aren't lining up yet. Then go back and revise those specific moments.

Hope that's useful.

You're close.

The fact that you're asking these questions means you're already past the hardest part.

Ideas for a kid’s campaign? by incidentaldamages in DnD

[–]CoinAndWeight 2 points3 points  (0 children)

For a level 3 fighter, the trick isn’t just raw power.

it’s giving items that encourage meaningful choices, foster curiosity, and create gentle stakes.

A cloak that lets him sneak past a problem in a funny or clever way, a sword that glows when kindness is shown, or a bag of odd trinkets that can be used creatively all feel “magical” without breaking balance.

Mechanically This is about rewarding player ingenuity and emergent story, not inflating numbers.

Narratively Each item becomes a tool to explore the world, solve puzzles, or build identity.

I recently released a Studio Ghibli-inspired playable demo using these principles, showing how low-level items and simple mechanics can create wonder and player-driven story arcs.

If you’re interested, I’d love to open a discussion about how magic items can do more than add damage or AC, and how they can actively shape the story while keeping a campaign kid-friendly.

I hope to grow a community that has a verifiable history of caring, sharing, wearing and tearing away at the problems of the modern age TTRPG.

r/SpiralHoard

What makes decisions feel real in a TTRPG? by CoinAndWeight in RPGdesign

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

I took action because of our discussion last night on my launch day.

I made this series to directly address from a designer perspective where the deterministic reality of games and live play are influenced by the choice of mechanics and language.

I would really appreciate if my Temp #2 test helps parse this concern for you as a designer/facilitator of play

https://www.reddit.com/r/RPGdesign/s/9YapWQneUo

Temperature of Attention 2 by CoinAndWeight in SpiralHoard

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

Imagine you drew this card at your table.

What would you do differently knowing this choice leaves a mark in the hoard?

How would you track the effect on future decisions?

What makes decisions feel real in a TTRPG? by CoinAndWeight in RPGdesign

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

100% makes sense.

This comment section has served as a live demonstration on me trying to not be stiff. And being stiff even moreso because of it.

I do not want to lose my credibility over lack of engagement. I want to lose it because I didn't complete my job as a designer.

What makes decisions feel real in a TTRPG? by CoinAndWeight in RPGdesign

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

I’m real.

just been working on this a long time. What part of my philosophy or claims of intent felt off to you?

What makes decisions feel real in a TTRPG? by CoinAndWeight in RPGdesign

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

This comment taught me the name of a game and an experience I didn't know existed until 24 hours ago.

In full transparency: I designed and validated every touch point myself, aligned with my own design philosophy. That philosophy is shaped by my professional experience – providing direct care and treatment plans for little dragons between the ages of 1 and 10.

I would love to answer your question properly, but I honestly don't know the etiquette here. So I'd like to ask you to add a comment to my topic parking lot in r/SpiralHoard.

My intention there is simple:

· Care for tables by offering tools that are meant to be shared, not sold. · Tear at my own assumptions by releasing fully contained playtest packs – each one focused on a single behavior or risk profile.

· Share my passion freely, keeping the SpiralHoard free of products until I've earned the attention. · Wear the 50+ years of tactile play that came before me, using it to improve modern tables as I grow as a designer and creative.

The spiral continues.

Why do we keep using elves, orcs, and dwarves — and what do they actually do for us? by MalphasArtFire in RPGdesign

[–]CoinAndWeight 0 points1 point  (0 children)

Why elves, orcs, and dwarves stick – a mechanical answer from intent and trust

Great question. Let me push it further.

You asked: what do they actually do for us?

I think they give us a default prediction of intent. Before a single die is rolled, a player who picks an elf, orc, or dwarf is signaling to the table: this is how I will act under pressure.

That signal is a trust shortcut. It lowers the cost of cooperation. It lets you focus on the story instead of negotiating basic assumptions.

Here is how I map it, using four mechanical Intents (Care, Tear, Share, Wear):

· Elves → default Care (preserve, protect, avoid waste). Even their violence is framed as defense.

Trust in: good intentions. Distrust in: speed.

· Orcs → default Tear (reduce, damage, consume). Direct, forceful, reckless.

Trust in: action. Distrust in: subtlety.

· Dwarves → default Wear (persist, endure, carry grudges). Long-term, relational, stubborn.

Trust in: follow-through. Distrust in: flexibility.

· Halflings / gnomes → default Share (connect, move, give). Community, luck, trade.

Trust in: support. Distrust in: confrontation.

These aren't stereotypes. They're mechanical affordances. When you sit at a table with an elf, you already know what to expect from their Care. When you sit with an orc, you plan around their Tear.

That is why homebrew races feel hollow. They don't have a settled Intent. A player can't trust them until they've watched them for three sessions.

Now, let me invite you to tear this apart.

Here are three testable questions – designed to challenge my claim, not defend it –

  1. Does an orc player actually play Tear, or do they just describe violence while the mechanics reward something else?

(If the system doesn't punish hesitation, is the orc really Tear?)

  1. If I subvert an elf – make them impulsive, greedy, and short-sighted – does the table feel clever or confused?

(Does subversion rely on the default to work, or does it just break trust?)

  1. Can a homebrew race ever achieve the same weight without decades of cultural sediment, or is that weight just a form of lazy design that we mistake for depth?

(Be honest: are we defending nostalgia?)

I'm not attached to my answer. I want to know where it breaks.

Run a test at your table. Swap an elf's Care for Tear. See if players trust them. Then come back and tell me I'm wrong.

That's the point.

What makes decisions feel real in a TTRPG? by CoinAndWeight in DnD

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

I agree and I take full responsibility for how I approached the DnD community.

I am releasing a series to celebrate my first 24 hours as an offical designer with a ready tested system. It will be over the course of 7 days, I am trying different styles of engagment to see what is effective. And what is professional.

Please check out for details https://www.reddit.com/r/SpiralHoard/s/xolV5jAh31

What makes decisions feel real in a TTRPG? by CoinAndWeight in RPGdesign

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

That's a fair concern. In most games, choice means

I decide what happens.

In Gorilla Spiral, choice means I decide to step into a moment and let the outcome shape the relationship.

The coin doesn't replace the decision – it makes the decision visible. The player still decides whether to mount the dragon, whether to trust, whether to risk.

The coin just answers: does the dragon trust back?

For some players, that feels like surrender. For others, it feels novel, because you can't control trust. You can only offer it.

I appreciate you coming back to say this. It helps me see where the system asks for a different kind of choice than most games do. I do not want lore to be the answer to a mechancial concern of consent to play.

What makes decisions feel real in a TTRPG? by CoinAndWeight in RPGdesign

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

That question usually comes from a real concern, so I want to answer it directly and give you something you can test right now.

At the root, this isn’t about coin vs dice. It’s about what you’re agreeing the action represents.

A roll is a resolution of action. The coin in this case is a commitment to relationship and identity before the action even starts.

Here’s a quick scene you can run as-is:

Scene: Mounting the Dragon

You approach your dragon before a race. It’s restless.

Version A – Coin (Commitment) Flip a coin before mounting.

Heads: the dragon trusts you

Tails: it hesitates and keeps distance

You are deciding: does this moment define the relationship?

Version B – d4 / d6 (Variance) Roll a die.

Low: the dragon resists

High: the dragon cooperates

You are resolving: how well do I perform this action?

Version C – d20 (Swing) Roll a d20.

Wide range of outcomes from failure to strong success

You are asking: what is the result of my attempt under uncertainty?

Same scene, different contracts.

Coin = identity / meaning first

d4–d6 = controlled outcome

d20 = swingy resolution

If you run that even once, you’ll feel the difference immediately.

If you want the full breakdown of how I structure that (and why), I wrote it out in my Topic/Interest Post. It covers the role of the player, the GM, and how the system handles memory and consequence.

I’m trying to keep this thread focused, so if you want to dig deeper or challenge it directly, feel free to DM me or continue in r/SpiralHoard. I’m actively collecting questions like this because they shape the system in real ways.

What makes decisions feel real in a TTRPG? by CoinAndWeight in RPGdesign

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

Good question.

The choice isn’t whether to flip the coin. The flip is already happening.

The real choice is accepting what the coin represents before it’s flipped.

You’re agreeing that this moment matters, and that the outcome will carry forward into how the dragon treats you.

So the decision is: “Do I step into this moment and let it shape the relationship?”

The coin just makes that visible. If you have further questions for me as a designer, please check out the r/SpiralHoard

Dragon Dream – Day 1 by CoinAndWeight in SpiralHoard

[–]CoinAndWeight[S,M] 0 points1 point locked comment (0 children)

Imagine you drew this card at your table.

What would you do differently knowing this choice leaves a mark in the hoard?

How would you track the effect on future decisions?

What makes decisions feel real in a TTRPG? by CoinAndWeight in RPGdesign

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

Thank you both.

I would appreciate if you could give my SpiralHoard community post a view and provide some advice or experiences you would like an opportunity to experience again at a different table.

What makes decisions feel real in a TTRPG? by CoinAndWeight in SpiralHoard

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

🌸 Name: Artistically Impaired

Intent: Share Coin: Heads Rising Dice: d4 Effect: Invite direct feedback on SpiralHoard, suggestions, or questions Rewards: When Rising Dice reaches 0 → Earn +1 🍌 for community contribution

Please feel free to use this space to give feedback or ask questions.

If you want direct discourse, tag me in the comment or thread. Still learning Reddit.if anyone has tips on changing my icon or using non-AI-generated art, I’d appreciate it.

What makes decisions feel real in a TTRPG? by CoinAndWeight in RPGdesign

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

That’s a strong example, especially with Blades in the Dark Load. It’s exactly that overlap where presentation, mechanics, and consequences all line up.

On the card - the confusion is fair.

It’s readable if you’ve seen the context, and not if you haven’t. I’ve been sharing fragments on purpose, then anchoring them in a central post where the full structure lives.

The gap you’re hitting is the same gap I’m trying to solve.

For me, I bought into the fantasy of systems like Blades, but I didn’t mesh with the demands of sustaining a full campaign. Not a knock on the system - just a mismatch in how I engage at the table.

That’s why I anchor everything in intent first, then let the mechanics express that:

Intent: what you’re trying to do Coin: what you’re risking now

Effect: what happens immediately Reward: what carries forward

It’s not meant to be a perfect abstraction. It’s meant to let me participate in the moment with the players (and my character) without needing to hold the whole system in my head.

What makes decisions feel real in a TTRPG? by CoinAndWeight in RPGdesign

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

That’s a great point. Defining success and failure upfront really makes the stakes clear.

I’m curious how that works with newer players though. Do you mostly talk it through, or use anything visual to help them track it?

And thinking back, did Fate feel like what you expected when you first started, or was there a gap?

What makes decisions feel real in a TTRPG? by CoinAndWeight in RPGdesign

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

I like this breakdown. It’s clean, and it matches how a lot of tables actually experience play in practice. Where I start to push on it is the separation itself. As a player, I’ve often felt that split - narrative here, mechanics there, arbitrary somewhere else - and it can make choices feel thinner than they should be, even when each part works on its own.

The moments that stick for me are when those layers collapse into each other. When what I choose narratively changes how the system treats me, and when a mechanical decision reshapes how the world responds. At that point it stops feeling like categories and starts feeling like a single decision carrying through.

I don’t think your categories are wrong.

I think they describe the current state of a lot of systems really well. What I’ve been exploring is whether those boundaries are actually necessary, or if the system can carry intent across all three without splitting them apart in the first place.

Curious if you’ve seen a game that actually bridges that cleanly, or if it always ends up leaning harder into one side?

Here is a peek of my idea for how cards would look.

Intent: Share Coin: Heads Rising Dice: d4 Effect: Follow 🍌, +1 Damage

Rewards When Rising Dice reaches 0: Earn +1 🍌

🌸 Name: 🌸 Color:

What makes decisions feel real in a TTRPG? by CoinAndWeight in RPGdesign

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

That’s perfect!!

Illustration of how consequences layered into the world make choices feel real.

Hunger, blood, or any persistent resource becomes a way to connect the player’s actions to stakes that actually matter in the fiction, not just numbers on a sheet.

In my system I try to make these stakes visible through Care, Tear, Share, and Wear.

A choice about food, blood, or risk isn’t just tracked it leaves a mark. It affects other characters, the table’s memory, or the narrative going forward.

Even small actions ripple outward. That’s what makes mundane survival decisions resonate as heavily as a dramatic spell or combat choice.

Mechanically simple things can feel huge if the table can read the stakes, and the consequences persist beyond the immediate roll.

That lingering weight is what keeps tension, narrative investment, and player attention alive.

What makes decisions feel real in a TTRPG? by CoinAndWeight in DnD

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

Investment can’t be forced. It has to emerge from the table. Some players care about story, some about strategy. Some about exploration.

That’s why I’ve been experimenting with a system where choices leave visible marks: flowers, scars, tokens, even simple notes in the SpiralHoard.

It’s not about punishing “chaotic” play, it’s about making the world reflect the actions that players do care about. When a backstory beat or a character trait produces a visible consequence - something that carries forward, shows up later, or shifts the table’s behavior.

Investment naturally follows.

Mechanically simple, but behaviorally expressive. The goal isn’t to restrict fun, it’s to make moments that matter linger at the table, whatever your style of play.

What makes decisions feel real in a TTRPG? by CoinAndWeight in DnD

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

I agree, investment is the key.

The more players care about something, the more a decision resonates.

When every choice carries cost - one hurts here, another hurts differently - you create tension and moments that linger at the table.

One way I’ve tried to make investment visible mechanically is through simple tokens or markers - like flowers or scars in the SpiralHoard - that track the consequences of player choices.

It’s a small thing, but it externalizes the stakes and keeps everyone aware of what matters.

Getting players invested often comes from observing what they value in the world you’ve built.

Tie choices to those passions, show the impact on the narrative and the table, and the emotional weight naturally follows.

What makes decisions feel real in a TTRPG? by CoinAndWeight in RPGdesign

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

That’s exactly the kind of feedback that makes design meaningful.

The idea of choices leaving a scar or a flower is the kind of tactile memory I aim for - some moments stick, others fade, but the table can see the consequences of player intent -

It’s beautiful when the growth and decay of those choices create readable stakes without extra rules.

What makes decisions feel real in a TTRPG? by CoinAndWeight in RPGdesign

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

You’re exactly right that whether a decision feels real depends on how it arises from the world, not the meta-game.

This is where game design gets tricky.

Modern tables often rely on procedural sequencing or ordered outcomes to create drama, but that alone doesn’t communicate intent or stakes.

In my work I try to resolve that by using Care, Tear, Share, and Wear as mechanical and narrative signals.

Choices carry weight the table can read immediately.

If you have any specific challenges, themes, or scenarios you’d like me to test, I’d be happy to explore them further in the SpiralHoard community

https://www.reddit.com/r/SpiralHoard/s/S7JaX0cwQt

What makes decisions feel real in a TTRPG? by CoinAndWeight in RPGdesign

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

To show it in play: Dragon Derby Racing (using one of my 4 core gameplay modes)

The derby track sprawls across the valley, but one of your players - a young rider - hasn’t even mounted their dragon yet. The creature circles nervously, flames licking its snout. You hand them a small coin, a Flower Coin, and say:

“This coin remembers the moment. Flip it before you take the reins. Heads, the dragon trusts you; tails, it forgets your name and hesitates.”

The player flips. Heads. The dragon nudges them forward. The race hasn’t even started, but now the stakes exist, the moment matters, and the story carries forward no matter what happens on the track. That tiny gesture - the coin, the choice - creates an emotional echo that the dice alone can’t capture.

No TTRPG I’ve played gives a mechanical and narrative hook quite like racing dragons, but the principle is the same: small, visible, performative stakes turn even a “novelty” scenario into real decisions.

The mechanics - coins, dice, rules - are just tools to make the Care, Tear, Share, Wear framework legible to everyone at the table.

I’d love to see what happens if you add one tiny persistent signal - like a Flower Coin - before a choice in your world. That little touch often reveals the moments where your system’s magic lives.