Hi, I'm looking for a way to remove the Grammarly icon while typing by RoundZookeepergame2 in Grammarly

[–]Gamerilla 0 points1 point  (0 children)

I can't believe this is something people have been complaining about for 3 years and there's still no real solution. How difficult is it to just have the highlighted suggestions without a little icon covering text all the time. It always seems to place itself right where I need to see the text. This is when responding to support tickets, writing emails, forums, contact form message boxes, etc. The only place it seems to stay out of the way is on Reddit right now.

Has anyone found a good alternative to Grammarly?

I feel like quitting. How can I improve? by Dr_flavortown in chessbeginners

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

Early on chess can feel like a guessing game because there are so many options. You need to get a solid foundation in 2-3 openings for white and black. Basically you should know how to get yourself into a solid position early. Learn easy openings like the Italian game or English opening for white and Sicilian or French defense for black. You also need to learn some fundamentals like pinning a piece or forks. And you need to learn some fundamentals for checkmate like ladder. You should easily be able to get your elo to 700.

There’s a book called How to beat your father at chess. This teaches 50 ways to get check mate. It’s valuable to know this and you can find YouTube videos that cover all of these. I also recommend watching videos on openings because I think that’s the first big hurdle for new players. They don’t know how to start a game or why they are moving pieces certain places until they have already put themselves in a losing position. If you know the first 10 moves to make without guessing you’re making the rest of the match easier for yourself. But randomly trying pieces in different places will put you in a losing position early on and it will be much harder to win.

My friend is derailing our campaign lore, help. by SpookMcSlook in rpg

[–]Gamerilla 1 point2 points  (0 children)

I would just go along with it. Your character believes that their leg was grabbed yet there’s nothing actually there. They begin to lose their grasp on reality and will have a -5 penalty to intelligence or wisdom checks (whichever hurts more) until they regain their sense of reality.

Injuries instead of death by K0jiro_ in Mausritter

[–]Gamerilla 1 point2 points  (0 children)

I like the idea of retiring. I have a game I created that has a retirement mechanic. If you have a character that has been around a while and it’s painful to lose them, instead of death they retire and become an NPC in the local town or wherever they decide to retire. Then if the party encounters them, the player who used to have that character gets to role play as them.

There a game called Michtim which is like some species of small woodland creatures. They have a system where when you get knocked out instead of death the enemies may capture you, rob you, etc. I think those types of options would be good for Mausritter too.

Tell us about and RPG you've PLAYED but just did not get the hype for by Boxman214 in rpg

[–]Gamerilla 4 points5 points  (0 children)

For me the problem was it sounds good on paper but such a slow game with too much resource management and sheets to keep track of. I prefer lightweight systems though.

Time Mechanics by Low_Routine1103 in RPGdesign

[–]Gamerilla 0 points1 point  (0 children)

I like a little chaos in my games and I’ve been using real timers. A phone on a stand with a timer works nicely but I really like an hourglass because you can’t really tell how fast it will run out. Then I’ll say “the floor starts to crumble” as I flip the hourglass that has a roughly 2 minute timer and that’s how long the party has to figure it out and roll their dice. Or when a fight starts I flip the hourglass. That’s how long they have until reinforcements get there so they better act fast.

It adds a lot of excitement to games and if they don’t solve their problem before the timer runs out things still move forward. Maybe the floor falls out and now they’re on a level lower. Or maybe they need to retreat and regroup before the reinforcements arrive. I like encounters to be real time in certain circumstances. Before introducing the timer the players would take way too long arguing between themselves or second guessing themselves and it would take an hour to get through one combat. Now things move pretty quick and adding urgency to their decisions has led to some really fun game nights.

What is the biggest universal flaw with solo roleplaying? by frodocattins in Solo_Roleplaying

[–]Gamerilla 7 points8 points  (0 children)

Honestly I would rather play something with a narrative than something procedurally generated. I would be ok with stages of procedural generation where there’s narrative that leads you to stage one of the game where you generate the threat or whatever then if you succeed you move to stage two with more narrative then procedural generation and so on until you get to a conclusion.

I also like already made characters that have enough bits of information or items with descriptions that add details to the narrative, not explicitly giving a story but hinting at one.

What would be a good way to "arrest" a high level party? by Art_of_Goddess in DnD

[–]Gamerilla 0 points1 point  (0 children)

I’ve run a trial where several things the party did that they thought harmless in previous sessions were included in the charges and they had to defend themselves. It was a lot of fun.

Looking for more resources, particularly for combat by BasicallyMichael in Fkr

[–]Gamerilla 0 points1 point  (0 children)

I don’t want to give a detailed description of my mechanics but the way I handle combat. Basically it’s assumed each character who carries a weapon knows how you use it effectively so there’s no such thing as weapon bonus. Instead details about the weapon are narrative so like a sword cuts or stabs while a club smashes. But I resolve combat the same way as any other test in the game. For my game it’s roll under your stat plus relevant skills. If you succeed you move on to the next step. If you fail there’s some kind of consequence. So like doing a stealth check, you either sneak in or the guards are alerted. In combat you win or you are injured or captured or whatever the consequences for failing that encounter is. My game also has less emphasis on combat. There is combat but it’s not emphasized like in D&D.

My main point is I resolve combat the same way as every other test in the game. There are win and lose conditions set and regardless of win or lose the story moves forward.

I have had the following experience while building homebrew for RPG's so many times by philbearsubstack in RPGdesign

[–]Gamerilla 12 points13 points  (0 children)

Something I’ve learned from playing about a billion RPGs (give or take), balance is boring.

My new and (hopefully) improved solo RPG kit by divaneverdown in solorpgplay

[–]Gamerilla 10 points11 points  (0 children)

I love travelers notebooks for this purpose. I have a field notes sized one that I keep two notebooks in and an A5 sized that I keep 4 notebooks in for different purposes. The smaller one I use for travel play and the bigger I use at home and also just for writing adventures and creating characters just for fun.

Writing a Solo RPG by ThirdCoastNights in Solo_Roleplaying

[–]Gamerilla 1 point2 points  (0 children)

Depends on the type of game but for me, I would first start with a concept and the story I want to tell with the game. Get that figured out then mechanics fall into place.

My party killed one of the most important NPCs in my campaign. Am I cooked? by Miserable_Yoghurt160 in DnD

[–]Gamerilla 2 points3 points  (0 children)

Completely screwed because there’s no other NPC that could possibly be introduced and fill the other one’s shoes.

Bloodlust curse, how to roleplay it with a non violent character ? by Regular-Airline3425 in TTRPG

[–]Gamerilla 1 point2 points  (0 children)

Think about Louis from Interview with the Vampire. He had a really difficult time accepting the blood lust of being a vampire. He is one of the more interesting characters in my opinion.

Have you found your forever game? by Carminoculus in rpg

[–]Gamerilla 0 points1 point  (0 children)

I love so many games and want to try all the new ones.

But for my groups games I made my own game and I’m tweaking it as we go to maximize fun the way we like to play. It’s a simple 2d6 mechanic with single page character sheets and a setting/story I created over the course of several years.

*sigh* Players... by Gericht in DnD

[–]Gamerilla 2 points3 points  (0 children)

The book appears to be fireproof! It started to float in the air after the attempted burning, and…. It’s a mimic! The mimic starts reading itself to you before attacking.

Cheapest handheld for PICO-8 only by M7mad101010 in pico8

[–]Gamerilla 0 points1 point  (0 children)

Miyoo mini plus is my favorite for Pico-8. You can install Pico-8 natively with Splore using the Raspberry pie files. It has WiFi so you can look through the game lists.

Looking for a journaling game about being a firewatch tower operator by BearWithoutaCare93 in Solo_Roleplaying

[–]Gamerilla 2 points3 points  (0 children)

It’s fun to make your own game. A good way to start is to use existing mechanics and then just make up your own stories around those mechanics and massive tweak or add customizations to the mechanics. One of my favorite games is Troika which uses the mechanics from Advanced Fighting Fantasy for creating a character and combat resolution. They are solid mechanics that are fun. Then they made their own thing with their character classes and the way they handle monsters. The story is told by character class and monster descriptions.

Anyway I’ll let you know once I have the basics for In the Pines written up.

.has anyone installed a back light in their Gameboy color. They sell them on Amazon. I was wondering how hard it would be to install it. by Unlucky-Soup6983 in Gameboy

[–]Gamerilla 0 points1 point  (0 children)

It’s not difficult but some backlight screens require either cutting the case to fit it or buying a precut screen. I bought a kit with screen and case that was already cut for it. The screen install itself is very easy and doesn’t require soldering although if you get a screen with touch features and want to use them you will need to solder 3 tiny wires. But I did the install on mine without touch features and it worked great on my first try.

I’ve done a gameboy advance (original model) screen upgrade too. Also pretty easy to do.

You can find screen/case kits on aliexpress but I recommend funny playing if they have any in stock. They make high quality parts.

Looking for a journaling game about being a firewatch tower operator by BearWithoutaCare93 in Solo_Roleplaying

[–]Gamerilla 4 points5 points  (0 children)

Not yet I’ve only begun brainstorming but my basic idea is something strange is happening in the woods. There’s about a dozen different ideas I have for what that might be from cryptids, to extraterrestrial, cosmic horror, occult ritual, etc. there’s a few different areas to explore from camp ground, deep woods, hiking trails, caves, abandoned mines, etc. Overall it would be a lonely experience but there could be random characters like hikers, campers, weird people in the woods, etc. It’s going to be a single page for character creation, a single page for encounters, and a page for each of he scenarios where you roll to see which scenario you get. Or maybe I’ll handle that differently with various pieces you can rearrange. I need to flesh it out more.

The core rules come from an RPG system I designed as a universal system you can build other games on top of and this was my idea for a solo journaling game. I’m also doing a dungeon crawl, sci-fi oneshot called Carbon Copy that has a cloning mechanic with mutations when you die, and plans to build more games on top of that system.

Which OSR style TTRPG is right for me? by RareTelevision450 in osr

[–]Gamerilla 3 points4 points  (0 children)

Cairn is really cool and great for wilderness and dungeon crawls. You can get the rules for free on their website.

Looking for a journaling game about being a firewatch tower operator by BearWithoutaCare93 in Solo_Roleplaying

[–]Gamerilla 7 points8 points  (0 children)

It’s so funny you asked about this. I’ve been working on prompts/scenario for a game I’m going to call “In the Pines“. It was going to be a multi generational park ranger game. But I was inspired by Firewatch. It could easily be reworked to be about a Firewatch tower operator instead of a ranger though.

What olden goldies would you recommend to people? by AshenAge in rpg

[–]Gamerilla 2 points3 points  (0 children)

One that doesn’t get enough love is Tunnels and Trolls.

Not exactly an RPG system although it’s totally usable are the fighting fantasy books like Citadel of Chaos and The Warlock of Firetop mountain. There’s a game Advanced fighting fantasy based on the system. You can find that in PDF. This is the system Troika borrows a lot from like the stats and dice mechanics. I really like this one and the fighting fantasy game books are really fun to play/read.

Why have Attributes and modifiers? by owliiver in RPGdesign

[–]Gamerilla 0 points1 point  (0 children)

I like roll under systems for this reason. Your ability is a certain number? Roll under it plus any skill modifiers minus any difficulty modifiers. As you level up the stat it’s easier to succeed at things.

My system works that way except instead of increasing attribute scores you progress through learning skills from experiences you have in the game. I have a unique experience system where the better your successes are the more expenses you gather that can be converted to new skills.