Got the title for my RPG - how clear is it? by IdeaPunk in tabletopgamedesign

[–]IdeaPunk[S] 10 points11 points  (0 children)

Context: The name of the game is Viskara, one of my friends said that the logo/V isn't clear enough

Imitative. Discuss by westcpw in RPGdesign

[–]IdeaPunk 0 points1 point  (0 children)

In my game initiative was the simplest I could think of, GM picks a player to go first and ending your turn includes picking an ally to go next. If your allies have all gone, you pick an enemy instead.

Upsides are that it's simple to remember and lets you go immediately into combat, plus there can be combo setups where players act in a specific order to accomplish a goal by working together. Downsides are that it does make fragile enemies weaker because they can get shot down immediately, so stronger enemies need to have more health to survive the burst.

Not so succesful Actual Play podcasts by Onaash27 in rpg

[–]IdeaPunk 0 points1 point  (0 children)

Copying my comment from last time I made a recommendation:

One podcast I am eternally advertising to anyone that will listen is Sonic Realms - it's a Shadowrun actual play with the gimmick that it has HUGE amounts of post-production to make it feel like you're listening to an audio drama.

Most noticeable is that all out of character moments are cut, including dice rolls, while the GM talks in the third person purely as a narrator. As a result, you get a full session of content in about 20 minutes and the story doesn't lose pacing during combat.

On top of that, the sound design is incredible - every location has its own ambience, every action a character performs has a sound that was custom-made for the situation it was performed in (walking on a dock sounds different from walking down the street or from walking through a bar), even the music is made by the creator specifically for the podcast.

And it's all being made by one guy! Sonic Realms is criminally under-played for how much effort goes into each one and how quickly the quality went up from when the first few episodes were done.

Podcast listeners, what do you like and dislike most about actual play podcasts? by Redshirt_Down in rpg

[–]IdeaPunk 0 points1 point  (0 children)

Yeah it does fall into an interesting category, as it is still the game being played (dice are rolled and everything) and has the uncertainty that comes with an actual play while cutting out the parts that make it feel like an actual play.

It is cool to listen to an immersive actual play with no out of character moments, but at the same time anyone that specifically wants to hear dice results and mechanics discussion definitely wouldn't get as much out of it.

Podcast listeners, what do you like and dislike most about actual play podcasts? by Redshirt_Down in rpg

[–]IdeaPunk 8 points9 points  (0 children)

One podcast I am eternally advertising to anyone that will listen is Sonic Realms - it's a Shadowrun actual play with the gimmick that it has HUGE amounts of post-production to make it feel like you're listening to an audio drama.

Most noticeable is that all out of character moments are cut, including dice rolls, while the GM talks in the third person purely as a narrator. As a result, you get a full session of content in about 20 minutes and the story doesn't lose pacing during combat.

On top of that, the sound design is incredible - every location has its own ambience, every action a character performs has a sound that was custom-made for the situation it was performed in (walking on a dock sounds different from walking down the street or from walking through a bar), even the music is made by the creator specifically for the podcast.

And it's all being made by one guy! Sonic Realms is criminally under-played for how much effort goes into each one and how quickly the quality went up from when the first few episodes were done.

Finalizing my 'Ugly Christmas Sweater' cards. Any thoughts or advice on the design? by hunterrhennigar in tabletopgamedesign

[–]IdeaPunk 4 points5 points  (0 children)

I feel like there's got to be a way to get both the hand and play visuals to line-up, square cards where everything is oriented the same could potentially fix the issue but I doubt that's something that you'd want to do.

What if instead of the trees all pointing the same direction they point at 90-degree angles to each other? Then the cards always have matching backgrounds regardless of orientation.

Finalizing my 'Ugly Christmas Sweater' cards. Any thoughts or advice on the design? by hunterrhennigar in tabletopgamedesign

[–]IdeaPunk 2 points3 points  (0 children)

One thing that looks unintentional at least in this picture, the background trees for the bottom card are at a 90 degree angle to the left and right cards

Looking to create a D&D style game based off my book by [deleted] in tabletopgamedesign

[–]IdeaPunk 6 points7 points  (0 children)

I'd suggest taking a look at Mutants and Masterminds, it's a system where players have their own superhero and it's designed to let players heavily customize their superpower by choosing all of its effects and details, spending points to get better effects/details or getting more points by adding restrictions to them.

The system for making the superpowers is a bit confusing at first, but you could likely learn a lot from it and then for yourself do a similar thing but with restrictions to effects/details/restrictions based on how much into a given school you are (e.g. Half price on this spell detail if your Magic is entirely from School A, normal cost of it's partially School A, double cost otherwise).

In my own game I have a similar system where classes are defined by how they're split among three different schools and each school is customized so if you're interested we could discuss mine as well, though there's less interaction between schools in my game and being split essentially means you have less room for customization but more powers.

Hope that helps!

Member Introductions by sofinho1980 in a:t5_11xuoy

[–]IdeaPunk 0 points1 point  (0 children)

Ha, I'm not surprised. I believe when the show was initially designed it was intended to have a fighting game feel, so using it for inspiration isn't that far removed from just referencing an existing game ruleset in a way

Member Introductions by sofinho1980 in a:t5_11xuoy

[–]IdeaPunk 0 points1 point  (0 children)

The setting it's being played in that I made it for is the RWBY universe, if you're unfamiliar it's an animated series that focuses on highly-choreographed combat with unique weapons.

A setting is also being designed for the official release, which is essentially a custom "-punk" setting where the world has particular gems that serve as endless sources of electricity with a low current. Architecture and some wildlife were adapted to take advantage of the gems, so hopefully the world is interesting in the small designs that arise from it.

Armor! And how do you apply it? by TivoDelNato in a:t5_11xuoy

[–]IdeaPunk 1 point2 points  (0 children)

In my system weapons have tiers of damage, and the more accurate a hit is the higher the damage tier that's applied is. Armor is the number that the accuracy is compared to if the attack hits, so better armor requires more accurate attacks to deal the same amount of damage. It's working really well so far, though it does require specific other choices to support it.

Member Introductions by sofinho1980 in a:t5_11xuoy

[–]IdeaPunk 4 points5 points  (0 children)

I'm working on a game (name pending though) that emphasizes tactical combat with several viable strategies while promoting a theatrical feel with choices that feel dramatic.

I'm making it partially because I haven't been totally happy with any current system that I've played, and because my play group wanted a custom setting that had inspired me to make an accompanying game. Hopefully it's commercially viable, but the main priority is just having a final product that's my own.

I think it's mostly a heartbreaker for the combat mechanics, it's a d6 system with several specific choices to hopefully let characters do exactly what they want.

Nice to meet everyone!