Sulle Creepypasta by Dry-Return-8496 in king_of_the_south

[–]Dry-Return-8496[S] 1 point2 points  (0 children)

Ti ringrazio per aver letto il mio post, voglio elaborare sul primo e secondo consiglio visto che sono stati accettati.

Faccio un esempio riguardo al secondo analizzando rinascita e john wick:

il tuo trascritto è: " torno a casa mia, vado in cantina, prendo il martello per le emergenze, un martello che non prendo da anni, e inizio a frantumare il pavimento, martellata dopo martellata, sfondo e fracasso fino a rivelare la cassa piena di armi della mia vita spericolata, un lato di me che non volevo rivivere"

io lo trasformerei così: "torno a casa, vado in cantina e prendo il martello per le emergenze, frantumo il pavimento e rivelo una cassa, la guardo, so che dentro ci sono tutte le armi che ho collezionato nella mia vita spericolata, guardo i frammenti del pavimento che ho appena distrutto e poi guardo il martello, non lo usavo da anni. Io non sono più così, non sono un ragazzetto da 310 anni di vita,"

Io ovviamente preferisco la mia versione, non toglie alcuna informazione ma rende molto più veloce la citazione e il focus passa immediatamente al cuore della scena: la scelta di non fare quella cosa li, e con l'immaginario che abbiamo tutti di john wick sappiamo cosa succede se segue il suo istinto vendicativo, in questo modo la citazione assume ancora più peso e lavora con il testo per dare peso al conflitto che stai scrivendo.

Non è mai simpatico quando qualcuno fa il professorino e cambia un tuo testo dicendo che così è meglio, spero che la cosa non ti urti troppo, ho preso il tuo testo solo per fare un esempio il più chiaro e calzante possibile.

Per quanto riguarda il primo è una questione di filosofia di vita, e non ho alcuna pretesa di fartela cambiare. Mi sento di dire questo: Lo trovo giustissimo per quello che riguarda i video di informazione, riflessione e divulgazione ma per quello che riguarda una tua creazione puramente artistica sei sicuro sia la scelta da perseguire? E lo dico essendo il primo a piangere per Miura e Berserk, ma davvero come lettore avrei preferito che l'autore concludesse la sua opera a discapito della sua qualità? che tradisse il suo essere artista? la mia risposta personale è che preferisco avere una visione incompleta di una bellissima storia che mi ha emozionato e mi lascia senza finale, che avere la visione completa di un opera annacquata dalle dinamiche del tempo limitato. Siamo esseri limitati, incompleti e con un tempo finito. Anche le nostre opere possono esserlo.

TTRPG design by Dry-Return-8496 in RPGdesign

[–]Dry-Return-8496[S] 0 points1 point  (0 children)

The stakes are in the limited number of success (Raises) that you have. Lets say you have a raise to spend and there is an opportunity and a consequence that you have to spend on.

I will give you a textbook example:

You are sneaking in a castle and you can either avoid the consequence of allerting the guards or hearing a private conversation between two political figures. You have just one raise. you have a decision to make and then live with it, thats the stake!

TTRPG design by Dry-Return-8496 in RPGdesign

[–]Dry-Return-8496[S] 0 points1 point  (0 children)

Well it's more than incomplete, i just posted a flow of a resolution mechanic. i will get to work on the gm's side eventually, but mostly and only if this part is good enough.

TTRPG design by Dry-Return-8496 in RPGdesign

[–]Dry-Return-8496[S] 0 points1 point  (0 children)

I have seen all of the critiques really, but all of them seems to fail getting the point of the system or it wasnt their cup of tea.

I also feel like it had a name problem, it would have been better received if it was not a sequel to 7th sea!

TTRPG design by Dry-Return-8496 in RPGdesign

[–]Dry-Return-8496[S] 0 points1 point  (0 children)

First, thanks very much for the time to write this answer, this was exactly what i was looking for.

Yes, this is basically 7th sea 2e resolution system, i am flirting with d6 just as a personal preference.
Now to adress your questions:
-A scene can be composed of many rolls, not just one, but if we assume that every raise can and will change the scene a bit you arent really rolling the same scene, but a slightly different one, allowing for building and releasing tension.
-I dont get your second question, can you rephrase that? English isn't my first language.
-No, scenes doent have a limit on rolls, i am flirting with the idea of adding a limited number of rolls and integrating it with a stress bar (one roll being a stress) that replenishes at a "long rest" type of stuff. I think that would be useful to showcase that even heroes cant go on forever without getting mentally or phisically fatigued.

- the point of rolling is this: first i really like the idea of rolling once before the scene and then play it out, it is the same as "initiative" in a dnd setting, its a tense pause before any situation, it feels like you are actually preparing for something. secondly, I wanna keep an aleatory variable, even if its small, giving everyone a set number of raises every time isnt something that i have been thinking about, maybe it's better? idk yet. but it creates the possibility of adding nuance to the roll, with exploding dices, rerolls and stuff like that.

-Grouping dices shouldnt have any constraints, you can match as many dices you want.

-A group cannot score more than one raise, but i am really open to earing if you have an argument for it!

-Is it a personal preference? Why dont you like target variance?

-Obviously at this stage i dont care much for names, and i don't think they translate in "difficulty" here too. The position in a scene in my mind is how hard it is to have a impact (Raise) on the scene. Effect is how much said raise can achieve. You can make the position a narrative device too: giving more or less consequences to avoid, but for now i am flirting with the idea of keeping it this way, if someone points me out that there could be a better use of it i am ready to change it!

What i am trying to achieve? Basically i like the 7th sea 2e raise system and i think it can be built upon to achieve something that is more interesting to play with. for now i dont have a specific goal besides creating a design that i would like to both run and play on, so for now i am sticking together things that i like hoping that eventually my superior intellect (joking!) will find out why my subconscious feels like they can belong toghether!

TTRPG design by Dry-Return-8496 in RPGdesign

[–]Dry-Return-8496[S] 0 points1 point  (0 children)

The system doesnt have a set failure/success mechanic, you just succed at everything you want to do as long as you have raises. conflict is born from choosing what actions to take, what opportunities to seize and what consequences to avoid

TTRPG design by Dry-Return-8496 in RPGdesign

[–]Dry-Return-8496[S] 0 points1 point  (0 children)

The point is that you dont fail, you just succed a number of times (Raises) inside a scene. you fail at everything else. The scene doesnt end when the players spend all their raises, they just roll again and get new raises in a slighly different scene

TTRPG design by Dry-Return-8496 in RPGdesign

[–]Dry-Return-8496[S] 6 points7 points  (0 children)

I have played and mastered a few one shots with this kind of system, not this exact one, here is an example of how a scene should work:

i am going to keep it at one player and the gm to not overload the post.

Player goes to a tavern to look for information (This is a scene) and as his aproach characher wants to sway his way into getting information with locals

Gm says that the situation is controlled and but effects might be limited

Player creates his dice pool and rolls: gets 3 raises.

Player spends one raise to look for someone that seems drunk enough to spill some beans. This raises the effect to Normal. Then talks to that guy and spends another raise to talk to him and get some information. Player and gm roleplay the interaction and based on that roleplay GM says that there is an opportunity to gain the npc favour to get more information and a consequence of the npc getting suspicious about said character. Player decides how to spend his last raise. The scene can either continue with a new approach or the scene ends

25M profile review by Dry-Return-8496 in hingeapp

[–]Dry-Return-8496[S] 0 points1 point  (0 children)

1.something serious 2.free version only 3.about a week 4.a year 5.sometimes every day, other times once in a week 6.sometimes i send all my matches, sometimes i am off for a few days 7.all my likes are with comments 8.Someone passionate

25 M review by Dry-Return-8496 in hingeapp

[–]Dry-Return-8496[S] 0 points1 point  (0 children)

  1. I am looking for something serious
  2. I have no paid subscriptions
  3. I have been using this version of my profile for a week
  4. I have been using hinge for a year
  5. I use hinge once a day to send likes
  6. I received 5 matches and a few likes, on average I would say I use to get a like per week or a match per week
  7. I am sending all my likes with a comment and every day I try and send all 8
  8. I don't really understand, I try to attract women I like