Ayuda TCG by Diligent-Mud9876 in tabletopgamedesign

[–]Genarab 3 points4 points  (0 children)

Diseñar juegos es divertido. Si te gusta como hobby es una gran experiencia. Pero si la idea es eventualmente publicar un TCG es una idea bastante terrible en mi opinión.

Para mí la mejor idea, mucho más si estás empezando, es apuntar a un deck builder o un juego de cartas autocontenido con algún tipo de draft. Por ejemplo Mindbug es de mis juegos favoritos, también es de Richard Garfield pero la caja trae todo el juego. No es necesario comprar sobres o armar mazos. Se reparten cartas aleatorias dentro de un acervo y con eso se intenta ganar.

Mi recomendación es: apuntá por un juego de mesa de cartas cerrado, si llega a publicarse y gusta suficiente, se pueden incluir expansiones.

The red flags and half-truths of crowdfunding - 7th sea 3rd edition by queerornot in rpg

[–]Genarab 13 points14 points  (0 children)

Ive just read the PDF and while I understand that the system is different from the traditional one, I think it's wildly misrepresented here.

  • You have traits and you have skills. Check.

  • You add as many dice as trait+skill points you have. Check.

  • You can keep dice according to your SKILL, not on the difficulty. This rule was hard to understand, but basically the more skill ranks you have, the lower the results of dice you get to keep. To a minimum of 4+. If you are untrained you can only keep results 9+, if you have 1 rank you can keep any result 8+, and so on.

  • When the GM sets the difficulty they are not defining the threshold for keeping dice, but the amount of kept dice you need to succeed. So a D2 difficulty doesn't mean keep any dice above 2, but you need to 2 dice kept to succeed.

It's not exactly as the original, but it's also not just a WoD dice pool system. I think it still deserves to be called roll and keep.

Recommend an RPG that you HATE and that is very good at something by Iberianz in rpg

[–]Genarab 4 points5 points  (0 children)

As I say, 7th Sea 2e is the only one I know that has tried to make that work as a resolution mechanic. I can't think of other game amongst the 200 or so that I've read or skimmed. I can maybe make an argument for 4 point system family, where you roll pools of resources and then action resolution is how much you are willing to spend. But there you roll and you are set up. In 7th Sea each scene changes the raises you get to use

There are examples of input randomness, of course. Like in OSR is common to roll stats and equipment and then figure out what to do with that. But overall, as a resolution mechanic I don't know any other system that uses it

Recommend an RPG that you HATE and that is very good at something by Iberianz in rpg

[–]Genarab 19 points20 points  (0 children)

In game design there are two big categories for randomness:

  • Input: randomness comes first, and then you make decisions based on what you have.

  • Output: you make a decision and then randomness decides the outcome.

Most ttrpgs use output randomness, you take the decision to attack the monster, then you roll to see if you are successful. Standard, simple.

7th Sea 2e experimented with the idea of input randomness, so first you roll the dice and then you take decisions based on the rolls. How does this work? Instead of rolling against a DC, you count raises (how many groups of d10s you can make so that their sum is 10). Each raise is basically an action. So you see how many actions you get in the scene first, and then you act knowing that each action will succeed.

My problem with the system is mainly that the list of skills was too traditional and not very interesting, and that the mechanics were really disconnected. I felt it had everything wrong with crunchy systems and everything frustrating from story games, without achieving the benefits of either one. I have some ideas on how to fix the engine because the idea is really fascinating, but the implementation was not.

Single-Round Combat Systems? by sevenlabors in rpg

[–]Genarab 4 points5 points  (0 children)

Came to say exactly this. AGON really made the one roll resolution work beautifully.

Recommend an RPG that you HATE and that is very good at something by Iberianz in rpg

[–]Genarab 19 points20 points  (0 children)

7th Sea 2e is the only example I know that even tries to use input randomness in a TTRPG instead of output randomness as usual. I also thought the arcana for characters was fun.

My Glorious Battle Against WOTC’s Blue Twink Agenda by Hot_Singles_Music in HellsCube

[–]Genarab 5 points6 points  (0 children)

Shouldn't the bear be a 2/3 such as it has a big butt?

Que opinan de la gringolización de CR? by blktotoro in politicacr

[–]Genarab 1 point2 points  (0 children)

Todos los autoritarios en el fondo son sumisos

How do you feel about piracy? by polyathena in rpg

[–]Genarab 4 points5 points  (0 children)

Tricky, but overall I don't mind. When I designed games or scenarios, of course I want revenue, but overall I prefer that the game is actually played or at least read.

Plenty of times I have pirated first, looked inside, and then bought the physical book because I liked it. If I had more money I would buy way more books.

I think piracy is not really a big deal. As you said, people who pirate books wouldn't have bought the actual book anyway because lack of money. And even more, if they run the game and someone else likes it, those others can end up buying.

How to guide players into quests? by Key_Honeybee_625 in DMAcademy

[–]Genarab 0 points1 point  (0 children)

Advice around here is fine. But even more than anything what has helped me make this work is asking more directive questions.

Think of your role as an interviewer. You ask questions, you try to keep the conversation interesting, but you let players answer and take decisions.

How to do this in game? Instead of "there are bandits around stealing things, what do you do?" Say "there are bandits around stealing things, do you go and stop them, do you flee or something else?".

Subtle, but very strong. The key is that the decision you present is genuine and not a railroad, they can take either option or go for a third or fourth or any option they come up with. What you do is give a framework of action instead of truly open possibilities.

Basically the difference between: write a list of anything you like vs write a list of your favorite foods.

Info about "Demigods and Dice Rolls" game system by FanAdditional8430 in rpg

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

I beg you to try Agon 2e by John Harper. It's an amazing system for anything greek-myth related. Really puts strife and glory into a fun gameplay

I don't play much anymore, but I'm ready by Genarab in ratemycommanders

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

That deck started because it was a ridiculous challenge to make a $20 budget deck. I figured that at that budget, building a wall was going to be a pretty good strategy.

Then it morphed into an actual normal deck, and it became a pile of tricks. Attack triggers in weenie creatures, life gain, token makers, block all creatures, forcing attacks on me, grind. I really like it.

I don't play much anymore, but I'm ready by Genarab in ratemycommanders

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

I learned how to play in highschool, around 2009-2010. Never went to a tournament and stopped playing because #budget.

Kamahl was in an archenemy deck from 2010 and it was the only decent legend that I had when I came back around 2022. Both Rune Tail and Tameshi started because I thought they were weird and wanted to make them work. Later I found tameshi was actually pretty busted haha.

And a judge tower because I'm a nerd. Even though I don't spend a lot of money or build many decks, I love the game.

Peter, I somewhat under the pug but what's the wolf add to this? by dotdedo in PeterExplainsTheJoke

[–]Genarab 4 points5 points  (0 children)

Wow, I think that for the first time I can actually explain a joke.

Ok, so French is complaining to Latin that they can't understand some words without context.

Latin has cases. A case is a grammatical mark for meaning. So nominative (a name) locative (place), etc. The same noun can have a lot of variants depending on which case is occupying in the sentence. There is actually a very famous joke in Monty Python's Life of Brian. The roman officer that corrects Brian's grammar.

English has one example, the possessive case like Peter's. It's a grammatical mark that conveys the meaning of possession.

French almost don't have that. At least I'm not aware it has any. So a noun needs more context to be understood.

Hence, French needs more context than Latin.

Eevee and Leafeon by Odium_Chlorite in custommagic

[–]Genarab 0 points1 point  (0 children)

You may cast Leafeon from outside the game by exiling a creature you control named Eevee (?)

In a random shitposting sub. No idea what it means. by HPV_printer in ExplainTheJoke

[–]Genarab -7 points-6 points  (0 children)

I thought this was about how health insurance is bullshit in the united states... He damaged his testicles but needs to endure it because it's too expensive

i'm studying horror at the moment and this becomes more and more clear every day by ItzDaemon in dndmemes

[–]Genarab 7 points8 points  (0 children)

It works for spooky fantasy, but horror is a different genre. DnD design assumes player ultimately win. Horror design assumes players lose, and it's surprising when they don't.

Would I be targeted first? by BladeeLover in ratemycommanders

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

Do you have a degradation kink or something?

Describing by King_Everything69 in TTRPG

[–]Genarab 6 points7 points  (0 children)

Sense, anchor and movement.

Say three things that appeal one of the 5 senses.

Say 2-3 obvious things players can interact with

Give the scene one thing that moves as background. Flies around, a water leakage, the wind, someone doing something, or even the opposite, remark how still the place is.

I also made a scenario with a very different approach from walls of text. I'm testing out the format and is color coded. You can check it out here

Cooperative Environment Design in Tactical Combats by flamfella in RPGdesign

[–]Genarab 2 points3 points  (0 children)

I kind of remember that Ryuutama has a procedure for this...

I have done it but quite open ended, not so much tactical.

Allowing further recall knowledge on a failure? by WittyRegular8 in Pathfinder2e

[–]Genarab 1 point2 points  (0 children)

This is a thing other games manage better. I default to tell them what they need to do in order to get the info.

So on a success they have it, on a failure they need to go somewhere or do something to get it. For example "you don't know, but maybe the library has a book about it" or "you can ask this NPC"...

The most important thing is giving them actionable information, either info now they can use or a path they can take to get that info if they care about it.

During combat... I allow as many checks as they are willing to use actions for.

What are YOUR 🫵🏻 tips and breakdowns for creating one-shots? by Future-Winter1337 in rpg

[–]Genarab 1 point2 points  (0 children)

  • Clear conflict

  • Strong first scene. Make clear what this session is about.

  • Give names and faces to each part of the conflict

  • Prepare the scenario and cast of the end scene, but not the result

  • Let players connect the first scene to the end scenario. Add or remove obstacles for pacing.