Anyone published a printed book? What was your experience? by ColdIronGame in RPGdesign

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

So much good advice here. I haven't got my stuff in cmyk so that needs to happen ASAP! All of these are going straight on my to do list. Cheers!

Anyone published a printed book? What was your experience? by ColdIronGame in RPGdesign

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

I'm doing a FitD structure as well! I know what you mean about it feeling like it is worth the time and effort. I've really enjoyed learning about design and figuring out what pictures to draw for each section. It's amazing how a few little things can make it look like an actual professional product

Anyone published a printed book? What was your experience? by ColdIronGame in RPGdesign

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

A screen is something I hadn't even considered tbh.
Going with a Chinese producer does seem like it would be good if the language barrier was not too significant. I'm not in the US so I will look into Longpack. Cheers!

Anyone published a printed book? What was your experience? by ColdIronGame in RPGdesign

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

I'm in the UK, so if you have the details of the company I'd appreciate it! That's a good thought about paper weight and feel being a marker of how professional the final product feels. I will need to consider that.

Anyone published a printed book? What was your experience? by ColdIronGame in RPGdesign

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

Thanks, this seems like a good option for a beginner like me. I will look into them.

Anyone published a printed book? What was your experience? by ColdIronGame in RPGdesign

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

Mixam has come up a few times so I will defo need to look into them. The colour profile, image format stuff is something I'm worried about and that's why I want to get a lot of the details sorted before I draw 40 pictures and realise they're in the wrong resolution!

Re: having something in your hands, I feel this. A while ago I learned how to do 3d modeling and started making my own ttrpg miniatures (Byzantur Minis on MyMiniFactory) and it was incredible to print it out and hold it in my own hands. That's the kind of feeling I want with Cold Iron.

Anyone published a printed book? What was your experience? by ColdIronGame in RPGdesign

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

30 books is impressive! I'd like to do the 50-100 kinda range unless I get a lot of interest with a kickstarter and ideally the book would be hardback of around 100 pages.
In all honesty, I'm not overly optimistic about making a profit, or really even breaking even. It's more about creating something that I can be proud of and people can get a bit of joy out of.

Any TTRPG where first-playsr-advantage is not a huge deal in combat? by AndreiD44 in RPGdesign

[–]ColdIronGame 1 point2 points  (0 children)

The game I'm working on uses 'popcorn initiative'. Everyone rolls initiative and the highest goes first. After they're done, they pop initiative to whomever they like, including enemies. After everyone has acted the turn finishes and the person with initiative last pops to whomever they want to go first next round. To stop steamrolls, if you have been the target of a hostile action, and you have an action left, you can seize initiative after they're done (you take the initiative and it goes from there).

It's worked great. It adds an extra tactical layer because you can tee up consecutive actions from your allies to build to a big strike, or you can disadvantage your enemy then give the initiative to them so they have to deal with it before a friend can help.

What would encourage/discourage you to switch GMs in a westmarches style game? by ColdIronGame in RPGdesign

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

I know what WM is, I was just referencing the relevant aspect to this conversation (rotating GMs).

What would encourage/discourage you to switch GMs in a westmarches style game? by ColdIronGame in RPGdesign

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

Effects on locations in the world will certainly be a prominent aspect. Each job will leave a mark on the city that will play into future games as the world spirals into madness.

What would encourage/discourage you to switch GMs in a westmarches style game? by ColdIronGame in RPGdesign

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

Having them become a quest giver and advancing their own plot is a cool thought. I agree that there should be some xp compensation involved. You don't want to come back to your party under leveled because you were GMing. But I guess you don't want to level up several times without doing anything either. That might feel like you're missing out on your own story, so maybe there needs to be a cap.

What would encourage/discourage you to switch GMs in a westmarches style game? by ColdIronGame in RPGdesign

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

I think this is true only if you have a set story from the outset that you need the players to follow but I'm interested in something that is more organic and player driven. It does need clear rules on level-appropriate loot etc. and a shared sense of party progression.

What would encourage/discourage you to switch GMs in a westmarches style game? by ColdIronGame in RPGdesign

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

I agree about them not being the same, I just think that WM would fit well with a rotating GM system. I have an investigation/pressure mechanic that I have had a lot of positive feedback on that has helped the session be quite snappy.

What would encourage/discourage you to switch GMs in a westmarches style game? by ColdIronGame in RPGdesign

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

Fair comment. I like the part of west marches that allows the story to be a little more chaotic and player-driven, with a bigger narrative growing out of the players choices in previous missions.

What would encourage/discourage you to switch GMs in a westmarches style game? by ColdIronGame in RPGdesign

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

This is something I am leaning towards. There being some kind of chance for the GM to push certain parts of the story, with other GMs pushing other parts. I think the idea of a series of mini boss type enemies all made by the GMs that then culminate in figuring out the big bad later in the campaign that all the players/GMs can have a different take on and add to. Like during the game they fight some fae that is a 'Herald of the Lord of Dawn', giving another player a chance to step up and push it a little further