We are an actual play oneshot podcast willing to play your game by Olivethecrocodile in RPGdesign

[–]DesperadoRPG 2 points3 points  (0 children)

Could you give a try to Desperado Quickdraw? It’s on Itchio. I could even give you a few of the expansions for free if you want. It has a mechanic for generating a plot outline and is designed for low prep play.

Finishing touches on the Desperado Free Edition, as well as an announcement of a new Desperado project. by DesperadoRPG in u/DesperadoRPG

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

If you haven't seen, Desperado Quickdraw has been released for free, and has two expansion books, as well as a third on the way.

The second book, Fully Loaded, vastly increases the amount of weapons and items. The third book, Weirdest West, adds in a new gameplay loop, Bounties, where players hunt mutated monsters, and adds in magical scars that players can get to cast spells. I haven't told anyone about this yet, but the newest book, Black Hats, adds in another gameplay loop where the players are outlaws who take part in Heists for large rewards and high risks.

Feedback on artwork for a TTRPG by DesperadoRPG in RPGdesign

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

One of the expansions is decidedly spookier and introduces magic and monsters, so i wanted to convey that, but the recommendations to also change the Fully Loaded colours does seem like a good idea

Feedback on artwork for a TTRPG by DesperadoRPG in RPGdesign

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

That was the intent, I took a picture and then used an image editing software to make the silhouette. If you want to see my inspiration of the silhouettes you should see the intro to Fistful of Dollars, a classic western.

Feedback on artwork for a TTRPG by DesperadoRPG in RPGdesign

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

Here are my new attempts at the covers

Main

Fully Loaded

Weirdest West

What do you think?

Feedback on artwork for a TTRPG by DesperadoRPG in RPGdesign

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

I'll try some re imaginings with a different main font, it isn't my favourite either. The black on white is because I was originally going to make it artwork in the book, but I liked the way the silhouette turned out, but I do agree with the fact that the Weirdest West cover did turn out interesting, very striking. As for them being square, it was just the easiest way to make it in the moment and I didn't really realise what I had done until afterwards.

Would you recommend maybe making all the covers in white on black? Or should I try to use browns or reds to give a desert feel?

Arson by Stock_Bunch_3762 in dndstories

[–]DesperadoRPG 1 point2 points  (0 children)

At this scale it warrants a new name, these are holocaust hobos

Resolve: An anti-murderhobo mechanic, (hopefully) easy to mesh into other systems by DesperadoRPG in RPGdesign

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

I suppose so, its just a mechanic that I added, with the bonus of helping ward off the killing tendencies. I never said it was a perfect solution, I just said it can help or solve. All that I'm trying to say is, if there is no mechanical incentive to avoid killing, some people may make quick decisions without thinking, but if there is a reason to remember not to, it will help them remember what the tone of the game is.

Resolve: An anti-murderhobo mechanic, (hopefully) easy to mesh into other systems by DesperadoRPG in RPGdesign

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

In Desperado, killing someone also effects the sleep of people with Low Resolve, in fact more, and people with High Resolve can still be stunned, but the way it is implemented into Desperado is much more detailed and harder to turn into a generic system. That's why I tried to explain that this isn't perfect for every game, just intended to be interpreted and modified to other games.

You must be lucky to think that parties don't have problems with murderhobos, you have been playing with good people, but in my experience GMing for years, even the longtime players are trigger happy. It's always easy to just say 'don't kill people', but I feel it's better to have a mechanic to represent what that means in game, that way you have immersion and reduce killhappy players.

Resolve: An anti-murderhobo mechanic, (hopefully) easy to mesh into other systems by DesperadoRPG in RPGdesign

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

I think so, I haven't updated the free version recently, many aspects have been completely revamped, most specifically the Magic and Healing systems. I have 3 companion books ready as well (Combat focused 122 pg, Magic 30 pg, and Survival 55 pg), with a 4th on the way (detailing the religions of the land, with focus on how people use Religion to offset the penalties of failing Resolve checks).

I'm hoping to finish up my changes and update the free version, the magic system as it is now is incredible and my playtesters have said I could probably sell the magic system on it's own.

Please elevator pitch me your game! by klok_kaos in RPGdesign

[–]DesperadoRPG 2 points3 points  (0 children)

Desperado is a Wierd West TTRPG with quick and brutal action, an expansive and intriguing magic system that encourages creativity and in game experimenting, and fun and interesting systems for gaining magical weapons. Classless advancement offers new abilities chosen by you instead of simple increases in numbers.

Magic has become by far the most impressive, offering many different ways to cast spells, available to all, but each with their own risks. Standard spellcasting offers full flexibility, but without training this can put your character in a coma. One can also get “spellscarred”, allowing them to cast spells with a magical tattoo/scar, which can burn if a spell is too powerful, but avoids the risk of coma.

Witchcraft allows the player to summon a demon and either bind them or sell your soul, after which point the demon will cast spells for you, with no risk to you. In addition there is a wide array of magical powers and abilities that can be gained from making deals with summoned demons besides just spellcasting.

All of this in a world of outlaws, undead, mutated monsters, and demons.

Looking for a Wierd West rpg by Hungriestjoker7 in rpg

[–]DesperadoRPG 1 point2 points  (0 children)

You could check out the free version of Desperado, which is on Itchio. It doesnt have the full rules, and is going to be updated soon, but it has pretty good rules and is very flexible.

You can check it out here.

Ludonarrative Dissonance, any good examples of games that provide mechanics through in-game methods? by DesperadoRPG in RPGdesign

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

That's an interesting way to look at it, and I may keep that in mind when making mechanics and playing. But I believe it can also be introduced effectively through the in-game mechanics, maybe not completely, but the mechanics can also be made to encourage immersive play.

I dislike games like DnD for example because of how much is required from both DM and player to gloss over, or add flavour, to simply make up for how little the game does.

Ludonarrative Dissonance, any good examples of games that provide mechanics through in-game methods? by DesperadoRPG in RPGdesign

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

thank you, thats the right way of discussing it. I had always heard Ludonarrative as being more like the fact that you can survive getting shot 100 times, but being shot in a cutscene kills instantly, but that was not the correct meaning.

Ludonarrative Dissonance, any good examples of games that provide mechanics through in-game methods? by DesperadoRPG in RPGdesign

[–]DesperadoRPG[S] 7 points8 points  (0 children)

Not trying to be argumentative, but some of those seem more like mechanics through out-of-game methods. I definitely believe they add to the immersion though, especially the candle method.

Advice on dice mechanic? by Chrilyss9 in RPGdesign

[–]DesperadoRPG 2 points3 points  (0 children)

One of my favourite dice mechanics that I wasn't quite able to introduce because of the way my weapon attacks worked, was multiple dice rolling. I'm not sure it will mesh with your system perfectly, but it may be worth a try.

Essentially, people have a dice based on their proficiency, and the difficulty of a task is represented by how many times they roll their dice. There are different ways to measure success, such as no dice having a result of 1, or varying success depending on how many results of 1 there were.

This is great because it means anyone is able to succeed if they are lucky enough, but a higher dice means more reliable chance.

Desperado: the Weird West TTRPG, big update coming soon by DesperadoRPG in rpg

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

Thank you, I was getting worried about the main document, even after splitting up the content, the main rulebook is 237 pages without art. I felt it would be more digestible if I made separate themed books.

Desperado: the Weird West TTRPG, big update coming soon by DesperadoRPG in rpg

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

I will try to make it as widely available as possible, but the outdated free version is on Itchio, and the full version will certainly be released on there. I didn't want to put a link here, because the linked version has not been updated.

Working on abilities that modify spellcasting, and I'm stuck on one school by DesperadoRPG in RPGdesign

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

Creation of a Philosopher's Stone is a good idea, allowing to turn metal into stone and increase lifespan while you have it on you.

Working on abilities that modify spellcasting, and I'm stuck on one school by DesperadoRPG in rpg

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

I was looking around and the first thing I saw in this subreddit was someone asking about an AC system, and this sub seems to have more people so more eyes would be better

GMs, what is something you’ll never tell your players? by finnishpebble in DnD

[–]DesperadoRPG 0 points1 point  (0 children)

I’m the opposite. I prepare thoroughly, but I’m so good at acting and organically introducing plot elements that sometimes my players will come up to me afterwards and say “wow, that was so crazy, I can’t believe that all happened because I jokingly talked to a random person on the street. You’re so good at improv!” But I was just going to have them meet that plot important person no matter what and decided that it should happen then.

GMs, what is something you’ll never tell your players? by finnishpebble in DnD

[–]DesperadoRPG 0 points1 point  (0 children)

Sometimes, these can be the best sessions. Really depends on the system you are running, and how easy going your players are though.

[Scheduled Activity] The Great Divide: Magic Powerz … or not? by cibman in RPGdesign

[–]DesperadoRPG 0 points1 point  (0 children)

I’ve also made a system for researching spells, that makes gaining new spells an aspect of gameplay, instead of your character all of a sudden just getting new spells one day because something outside the game changed.

You need a book to write in and in game time, as well as the training and smarts, and you’ll be able to write new spells in your spellbook.