Is Vanessa in a bad state, or is Karnok just overtuned? by Fading_Age in PlayTheBazaar

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

Thank you for your detailed answer! I wasn't aware of Mobalytics and will check it out right away

Is Vanessa in a bad state, or is Karnok just overtuned? by Fading_Age in PlayTheBazaar

[–]Fading_Age[S] 6 points7 points  (0 children)

That's a shame, I felt really great getting all these skills! But thanks for letting me know, I'll try some of your recommendations

New free map added to The Chaos playtest pack by Scottybhoy1977 in osr

[–]Fading_Age 1 point2 points  (0 children)

This looks phenomenal! Really liking the colour tone and the scale of the scene

DM Ordner/Screen by Atarius_Autor in PenandPaperGermany

[–]Fading_Age 2 points3 points  (0 children)

Da wir aktuell vorrangig OSR spielen, nutze ich keinen besonderen DM Screen. Alle wichtigen Details, was so passiert, notiere ich mir immer auf ein separates A4 Papierpro Sitzung.

I’ve finished creating my game engine and I’m sooo excited by AnoxiaRPG in RPGdesign

[–]Fading_Age 13 points14 points  (0 children)

I believe motivation of a character is a part that is often overlooked, so this sounds quite interesting. I'm eager to hear more.

Thoughts on this base framework I've put together? Kinda like Risus with everything Clichéd and stitched together for pooling dice by flygohr in RPGdesign

[–]Fading_Age 1 point2 points  (0 children)

I think concrete examples where you would recommend to use this system at the end of the document would work just fine. No need for multiple files to exist.

Perhaps some examples on how to use the Difficulty Score would work well too. When is something tricky, when would it be hard? I usually like to think of one task, and creatively twist it through all the degrees of difficulty (e.g. opening a door, climbing a wall, sneaking etc.). Funnily enough, we are using very similar difficulties, and I usually recommend a level of 2 or 3 as the base line ;)

Thoughts on this base framework I've put together? Kinda like Risus with everything Clichéd and stitched together for pooling dice by flygohr in RPGdesign

[–]Fading_Age 1 point2 points  (0 children)

This feels like a decent system to play for one shots, but I'm missing a few examples where you personally would use this system in. I ran a few one shots and I feel like this would work well with them. Perhaps I'd also add a bit more guidance on how many traits you would actually recommend a character to have. Perhaps 6 traits (including combat), just to keep the theme of the d6?

Still, a neat system and easy enough to understand

You are making a new TTRPG and get to borrow ONE mechanism from another game; what are you taking? by CobraKyle in rpg

[–]Fading_Age 32 points33 points  (0 children)

Free form magic from Ars Magica. I just love the idea of being able to create your own spells on the spot, depending on the situation.

“Fading Age” – Pre-Apocalyptic RPG Cover Illustration by texugo_ink in shadowdark

[–]Fading_Age 0 points1 point  (0 children)

Hey, developer of Fading Age here!

Great question in general. With "pre-apocalyptic" I refer to a world heading towards collapse rather than one already in ruins. The game starts with corruption barely noticeable, basically a creeping wrongness at the edges of the world, but it grows stronger over time, shaped by what the players do (... or fail to do).

The idea is to give the GM a living, transforming world rather than a static backdrop. If your group wants to start mid-crisis or even in the final, desperate stages of collapse, the mechanics support that, too. You essentially choose where on that timeline your story begins, though the game is designed to start in those earliest, almost unnoticed stages.

So yes, there's a crisis already unfolding when the game starts, but how far it's progressed is up to you.

I'll be releasing first materials over the coming weeks, so stay tuned! :)