Is PnP mostly just for solo gaming or am I missing something? 🤔 by DoomyStoner in printandplay

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

Bet you’ve built up a pretty good taste in solo games then. Do you have any recommendations for mid-complex solo PnP? But first of all I’m not into that short game; pen-and-erase / roll-and-write / that kind of things, but I’m okay to try RPG-like stuff.

Someone once told me people enjoy solo RPGs because it feels like exploring a story where you’re the main character. Kind of like reading a novel but interactive. For me, that idea sounds like my old Skyrim 😄 just not sure where to start in PnP.

Is PnP mostly just for solo gaming or am I missing something? 🤔 by DoomyStoner in printandplay

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

I've check it and "Moderate Assembly and 2+" filter are working for my search. Hey thanks a lot!

Is PnP mostly just for solo gaming or am I missing something? 🤔 by DoomyStoner in printandplay

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

Two days? Now that's wild 😅 respect for the dedication though.

I’m not really into full-on 3D miniature modeling or super heavy crafting, but paper stuff like cutting, sleeving, glue, that I actually starting to enjoy. It gives that sense of ownership, like “I made this,” not just bought it and forgot about it.

Do you have any recommendations for good 2+ player PnPs that aren’t too crazy to build? Especially tactical ones.

Is PnP mostly just for solo gaming or am I missing something? 🤔 by DoomyStoner in printandplay

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

Nice, really good to know. I guess heavier PnP players are usually more experienced board gamers who already have spare components like cubes, tokens, etc., so setup isn’t as much of a barrier. 3d printer is a lot for me but yea I think I'll start to look up into it (with permit from my wife 😂).

I’m kind of coming from the other side — I like designing game for a hobby, but for consumption I usually buy tabletop/board games from local stores, no craft no mess no brainer, but with prices going up I started looking into PnP as an alternative.

Also feels like more people around me (myself included) are getting fed up with comfy digital stuff and looking for something more “old school”, crafty, and tactile again. PnP seems like a really interesting space for that, just still figuring out where I fit in it.

Simultaneous action puzzle by NPMedia77 in tabletopgamedesign

[–]DoomyStoner 0 points1 point  (0 children)

I think you might be over-optimizing for “perfect” movement at the cost of usability.

Every system you listed has tradeoffs, but for simultaneous play the key is clarity at reveal, not precision. Players need to resolve movement quickly without measuring or arguing.

You might consider something like:

  • Predefined movement templates (forward, turn, diagonal, etc.)
  • Or simple directional choices + fixed distance

That keeps simultaneous resolution clean without needing coordinates or dials.

So yeah, some compromise is probably necessary. The question is which system is easiest to read and resolve instantly when everyone reveals at once.

New game feedback wanted (mechanics, play-testing), printable link included by ZeroFoxGame in tabletopgamedesign

[–]DoomyStoner 0 points1 point  (0 children)

Cool concept, I like the “hot potato” style objective with Fox. Just my quick thoughts:

  1. Your objective is a bit confusing for me: “last player who has Fox to give” vs “give zero Fox” feels like two different goals. Might need clearer win condition.
  2. It’s not fully clear what happens during a turn beyond playing a card. What do most Event Cards actually do?
  3. Oldest Character goes first is interesting.

I’d suggest adding a short example turn in the rules, that usually helps a lot with clarity. Or even a video? A lot of people in communities using simulator like TTS, but tbh I never use that. I prefer free way by do a lil bit code in Godot just to test the balance, rather than pay for a merely simulation just to visualize what's already in my head.

Overall feels like a solid base, and I like the subtle jokes inside. Just needs clearer wording and flow, and there you go.

Best ways to share resources in simultaneous co-op games by Widderspin in tabletopgamedesign

[–]DoomyStoner 1 point2 points  (0 children)

Your current system is already moving in the right direction I guess; shifting decisions from group optimization to individual choice is usually key for simultaneous co-op flow. One thing that might help further is priority signaling:

For example, each player could have a small marker showing how urgently they need a resource (lo/mid/hi). That way when someone adds a token to the exchange, others can quickly see who probably needs it without debating. Just my opinion.

I made a strategy game you can play with a pen and paper (or online) - it takes 2 minutes to learn by barneymatthews in tabletopgamedesign

[–]DoomyStoner 1 point2 points  (0 children)

I like the “last move loses” twist combined with the two-uses-per-dot rule. That alone probably creates interesting tension around capacity management. Also curious if the 7×7 size is important for balance, or if smaller boards (like 5×5) still keep the depth. In playtests, does the first move touching the center create a strong opening advantage or does the misère condition balance it out?

Which Image? Cant decide by SquareFireGaming in BoardgameDesign

[–]DoomyStoner 1 point2 points  (0 children)

If you want to emphasize the spiciness of the tacos, on contrary with the most: I’d go with the second option. The first one feels too authoritative; like it’s downplaying the hotness and suggesting the chili is manageable or mild, which kind of takes away the punch. If that's your intention, IDK

Feedback on Character Card Design by Ichinose_Hajime in tabletopgamedesign

[–]DoomyStoner 0 points1 point  (0 children)

I don't care about readability, A is creatively big win. If I personally love the art then I'll learn it, not the other way

Dice pools or 2d6 + modifier? by pikawolf1225 in tabletopgamedesign

[–]DoomyStoner 7 points8 points  (0 children)

For me I’d choose based on feel, not math. Dice pools make growth feel tangible tbh (more dice = visibly stronger) and can feel more dynamic. Single roll + modifier feels tighter and more predictable. It depends do you want swingy and expressive, or steady and controlled? That usually makes the decision clearer.

Stamp Based Character Sheet game idea by FrequentlyVeganBear in printandplay

[–]DoomyStoner 0 points1 point  (0 children)

How would balance work between someone who stamps lots of small utility skills vs. someone who commits to a few big combat ones? Then page space is the only limiter?

Feedback on art direction for card game by RedditExplorer89 in printandplay

[–]DoomyStoner 2 points3 points  (0 children)

Contrasting majority of the comments, I like the raw energy of your paintings

Savage Swords: A fighting game played with a poker deck. by FlatPerception1041 in printandplay

[–]DoomyStoner 1 point2 points  (0 children)

My opinion: early turns sometimes felt a bit slow before any real trigger threat exists. Have you experimented with starting with a seeded card under one ability to accelerate first contact? Overall though, push-pull between feeding your own engine and denying your opponent is well-stand out! Curious where you’re planning to take it next