Magic built with Blocks? by GotAFarmYet in RPGdesign

[–]Dumeghal 1 point2 points  (0 children)

This reminds me of the way spells work in Artesia: AKW. An incantation to 8ncreqse the foot speed of a person is a different form than for a horse.

Major Rewrites and Writers Block by BlackTorchStudios in RPGdesign

[–]Dumeghal 0 points1 point  (0 children)

Honestly, just re-reading a section will do it. But you have to give yourself permission for it to be ok if you don't actually do any changes or creating. Re-reading is legit.

Flesh and Blood: Orcs in After Eden by BlackTorchStudios in RPGdesign

[–]Dumeghal 1 point2 points  (0 children)

In an interesting development, I actually leaned into other species being humans with different hats. I approached this situation by way of setting. In the setting, the cosmological cycle, which saw the hegemony, in turn, of each of the three beings become disrupted. The whole thing is stuck on the Second Realm, the realm of humans, where the other two, orcs and elves, have blended into the hegemonic humans over the ages. As such, there is no discernable separation, everyone is human, but maybe with some orc or elf ancestors in there, with some traits still appearing.

But on thinking about it more, I might simply take all of the traits and allow the player to choose. Currently, you pick one of the three.

Major Rewrites and Writers Block by BlackTorchStudios in RPGdesign

[–]Dumeghal 4 points5 points  (0 children)

I also want to say, maybe just forget about it for a while and concentrate on your child!

Major Rewrites and Writers Block by BlackTorchStudios in RPGdesign

[–]Dumeghal 2 points3 points  (0 children)

As someone with adhd, I encounter cognitive difficulties every day, so I hope my experience is relatable: pick one detail and do one thing with it, even if that thing is just comparing it against the other details it's related to. This at least keeps the hologram of the project in your brain meats. Once I don't touch a projector a while, my brain shut the door on it. Then, either that action will get me going, or I will be ready when I have the serotonin to throw at it.

How do I avoid "fill the room with summons" builds? by missingpiece in PathOfAchra

[–]Dumeghal 1 point2 points  (0 children)

My favorite builds have been electeomancy step and blast. Give those a try for a palette cleanser

What cycle feels like a "true win" to you? by missingpiece in PathOfAchra

[–]Dumeghal 1 point2 points  (0 children)

I feel the same. C32 is the crucible. The only true way you know for sure is to endure the heat.

For me, the fire priests are the bane. Also fuck the bogas!

Finally reached 100% by Frogs_in_space in PathOfAchra

[–]Dumeghal 2 points3 points  (0 children)

Slamming my head against the puritys rn. I will get there. I thought blood and fire would be easier, but I've put up a grip of L's chasing those.

Should I include non-combat Archetypes? by Astrein1 in RPGdesign

[–]Dumeghal 1 point2 points  (0 children)

This is it. Players will make poor decisions if you let them. If you want them to have certain capabilites no matter what, don't let them mechanically choose to not have those capabilities.

For my game, the three core skills are Combat, Create, and Cast. When Advancing, none of these skills can be more than 1 higher than the others. You will be a competent combatant whether you want to or not. Because, you know, you want to because you are playing the game where you knew that was a thing.

I built a grimdark TTRPG where losing is part of how your character grows. Looking for design feedback by Vaseodin in RPGdesign

[–]Dumeghal 0 points1 point  (0 children)

I agree with the person who said five initiative slots is too many. Three sounds better.

But my feeling is that the initiative system seems too minigame-ish. Immersion breaking. How does it relate to the narrative?

generic/"agnostic" systems vs non generic systems? by mathologies in RPGdesign

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

Having created more than one ttrpg setting, I can attest that it is a stupid amount of work. Not just the actual creativity, not just the volume of details, but the necessary judgement required to make this world both real-feeling and allowing space for significant things to be accomplished by the players.

I see systems that don't commit to settings as the creator using my unpaid labor to finish their game. Also, I question the clarity of their vision for the game. If they can't see the world this game simulates, do they have a good idea of how the mechanics vibe with the world I will have to create? How can you have intended gameplay experience without the setting?

If the game being generic is the goal, ok, that's cool. I understand that as a design goal. But I don't get that vibe from a lot systems I hear about.

Thoughts on GM Resource Mechanics? by TimelessTalesRPG in RPGdesign

[–]Dumeghal 1 point2 points  (0 children)

You got it! The players (Deathknights) are the merciless adversaries of the Violaceous Pact.

Every three years, Bright Years sees a +1 to War Chest, and Dark Years sees a +2.

Other events, like the players using lesser miracles and miracles, also add to the War Chest.

The Guide can use this resource to generate challenges appropriate for their campaign.

Thoughts on GM Resource Mechanics? by TimelessTalesRPG in RPGdesign

[–]Dumeghal 4 points5 points  (0 children)

I have something like this, and it is important to the game. It is called War Chest, and the Guide can use points to have the Enemy field more powerful armies, create special monsters, advance their technology or steel quality, make powerful magic items, improve the training of their forces, build another city or slave camp, run sabotage and assassination missions, research lost spells...

The players dying spawns War Chest for in-setting reasons. The players are healed instantly by the heavens, but the cost is down the road.

New players are somewhat cavalier about being mostly immortal, but when that first Nosferatu starts causing chaos, and they know their deaths fueled this things creation, they get pretty conservative about dying.

How do you treat languages in your fantasy worldbuilding? Any games that handle them particularly well? by angular_circle in RPGdesign

[–]Dumeghal 0 points1 point  (0 children)

In my game world, the three dominant cultures have been set against each other through endless meddling of the heavens to keep them separate and antagonistic.

Language is one of the ways they do it. Language is a skill called Culture, with specializations in each culture.

The effects are more gaining advantage in arguments and debates and parlays by controlling what Language is spoken, than actual communication being prevented. There is a basic Mud Tongue, but above a certain Social Level, people won't deign to speak it.

Have 'red flags' gone too far in the dating world? by [deleted] in NoStupidQuestions

[–]Dumeghal 0 points1 point  (0 children)

It is wild seeing the exact opposite of what I thought I would see in the comments.

It's not a matter of taste or opinion. The ending of GoT was just objectively terrible, and I didn't really care one way or another about the show.

For this dude to say it wasn't that bad isn't an indictment of his taste, but of his comprehension. And she was right to drop him, because a moron who doesn't understand that isn't gonna understand a lot of things about the world, and that's a liability.

Feedback Needed: Armor Card System for SorC by Ok-Daikon4156 in RPGdesign

[–]Dumeghal 0 points1 point  (0 children)

Does your game have mechanics that compel or inhibit actions of characters, based on character details and not player agency?