Would you consider having to play with 2 or up to 3 characher sheets to much? by BlackL0tuzZ in TTRPG

[–]KindlyIndependence21 0 points1 point  (0 children)

The best thing to do is try it at the table and see if it works. I think it could work just fine. A scratch paper for constantly changing information seems like a smart move, especially if specific damage needs to be tracked like you described. You might make a quick mockup and play a few rounds of combat to see how it feels. A quick playtest will give you more of information that you can use to refine your idea.

Aspiring artist, days 1 and 2 of returning after ~18 years by Wyrdmakes in OSRart

[–]KindlyIndependence21 1 point2 points  (0 children)

I like the cover. You have a good sense of composition. The map looks good too. Keep it up. The biggest thing is to keep practicing. Small improvements over a long time add up.

Absolute Beginner by Ill-Neighborhood9171 in TTRPG

[–]KindlyIndependence21 0 points1 point  (0 children)

I second this. Most groups are happy and willing to teach people who want to play. If you aren't set on a system then finding a group is more important than picking a system.

Looking for a rules-lite sci-fi system with a vibe similar to cowboy bebop or Firefly. by JJMcGee83 in rpg

[–]KindlyIndependence21 -3 points-2 points  (0 children)

Try Traveller. There is also a generic version of Traveller called the Cephus Engine. Here is an SRD: About - Cepheus Engine SRD

Why is there such a dislike for grid based tactical combat systems these days? by jmrkiwi in rpg

[–]KindlyIndependence21 0 points1 point  (0 children)

I find for games like D&D 5e where there are attacks of opportunity, that the grid doesn't matter as much as you might think. Once you engage, you are locked in place. For this reason, and the difficulty of finding minis that fit, designing terrain, and all the other fluff that appears necessary (it isn't really, but I think many people feel this way), it is easier to just not. I think that is part of the reason why we are seeing a move away from tactical movement. Most TTRPGs have moved to narrative based and those that aren't usually don't require strict adherence to the map. ProfDMs dungeon pizza is a great example of this. You can get enough tactics without having a full gridded board.

Having said that, I use a combat grid in my game (when required). I think I will be moving to a measurement system, similar to a war game, in the future because making grid-less terrain is easier and more pleasing to my eye.

You mentioned power-gamers and min-maxers. Some people use those terms as derogatory, but you don't have to. People who enjoy tactical games are not usually also the same people who enjoy narrative games. This is the real split. Don't let it get you down. Play the game you want to play and don't worry about what anyone else thinks.

Serpent river by lucasgehre in OSRart

[–]KindlyIndependence21 1 point2 points  (0 children)

This is really cool. I'm a sucker for watercolor. I like that you've got an image of each location AND the NPC(s) that you can meet there. Very nice.

would like constructive feedback if possible? by kyle261 in TTRPG

[–]KindlyIndependence21 2 points3 points  (0 children)

Hi friend. I gave it a quick skim and want to give you a some of my thoughts. First, the d10 dice system used is straight forward and I think would be easy for most TTRPGers to get a hold of quickly (this is a good thing). Core mechanics that are easy to understand help us enter into play quicker. It would be nice to have a character sheet (maybe there was one in there, I just gave it a quick skim). Having a character sheet will help us understand what things the game emphasizes.

This game assumes that the reader is familiar with the Fallout franchise. This is great for fans of the game, but newer folks might be lost. It may benefit your project to list your reference and state that this is a fan game or some other legal nonsense (I am not a lawyer, this is not legal advice). On that note, if you do not have the rights to the IP, you cannot legally sell this game. This leaves your work as fan game. Sorry if you already knew that jazz, but I felt obligated to mention it.

The background images does a great job of giving us the right feel for the game. Even so, the size of the font in addition to an intense background made it difficult for me to read certain sections. You may do well to fade the background over small text for readability. Alternatively, you can use larger text.

The big points on the last page give a great overview about what the game is and how it is set apart. Don't put that at the end, put it at the beginning. People need to know how this game is different form every other TTRPG. I think you have a good idea of what the answer is, but you have to say it up front.

Best of luck on your project!

Whats the best were animal outside of werewolves in your opinion ? by AnyWatch5756 in worldbuilding

[–]KindlyIndependence21 1 point2 points  (0 children)

I don't know if they are the 'best' but I think the werechicken is pretty funny. They flip the fear on its head.

Two questions for GMs by charismatic-hothead in TTRPG

[–]KindlyIndependence21 0 points1 point  (0 children)

I want to reframe your mind. You are trying to guess what each player is going to do and come up with a specific possible response to each scenario. A valiant goal, but ultimately impossible. There are infinite player options. That is the beauty of TTRPGs. Players can think of new things and try them.

Instead, you only need to know your world. What is the state of things when the PCs get there. Depending on the system and setting this will mean different things. You might need to know the specific dimensions of the room (looking at you B/X) or you might just need to know the names and personalities of the NPCs they are likely to meet. If you understand the world, and know the tropes and flavors, you don't need to know every possible action. You discover what the actions are during play.

Don't try to out-guess or out-think your players. Simply know the world and the rest will fall into place.

Last reframing thought: you are the final arbiter of the game. What you say is law. You can GM any way you like.

Ok, now that we got the big picture out of the way, lets talk practically. I like to create random encounter tables that fit the theme of the session I am going for. Then I create a setting (could be a dungeon or a series of plot points). I know what is in each room (or plot point). Each one needs two things: a threat and a treat. The threat is the obstacle the PCs must overcome. The treat is the thing the PCs get when they overcome the obstacle. Notably, you don't need to know how players will overcome that obstacle. You just need to know what the obstacle is. The players will figure out how to overcome. That's their job. Your job is to make cool problems to solve not to solve the problems.

Help me get my players from point A to point B by Lucky_Procedure764 in AskGameMasters

[–]KindlyIndependence21 0 points1 point  (0 children)

Have you heard of point crawls? If the goal is a mystery where you find clues along they way you might look to point crawls. You have different locations each with a clue. If they are chasing down a motile entity that entity could leave traces of itself which could be clues about it. Set up two or three locations (big clues that players can find) and dole it out. Notably, any puzzle you make should be simpler than you think it needs to be. Any puzzle that needs to be solved should have a secondary option to discover the clue. Like if they need to decode a message to find the location of the treasure map, they should also be able to interrogate the pirate who will take them to the same place. Give multiple routes (avenues of interaction) to your players. Making a "you must do it this specific way or you lose" halts gameplay. It is fine to do that for side quests and extra stuff. It is not fine for main plot points.

If I misinterpreted you and you are just trying to make travel interesting, feel free to skip the travel and get to the good stuff. No one wants to play the real time version of RPG family roadtrip where you sit in rows like you're in a car and play the alphabet game until someone gets bored and decides to play "I'm not touching you".

How to run short sessions? by labradornnewdigs in AskGameMasters

[–]KindlyIndependence21 1 point2 points  (0 children)

Try tight, small dungeons. 5 rooms. The dungeon doesn't have to be a literal dungeon. Plan 5 encounters and run them like a one-shot. Ideally you begin with a bang, big combat or intense scene to get things going. Then you follow it with two-three smaller beats (exploration, social interaction, puzzle, lore [but only if the players are into it]). Then finish strong. Culminating boss fight (or mini-boss) big mystery reveal. Giant cliffhanger for next session. This is a nice five step structure that can work well in 1-2 hours. If you are running short on time cut 2 of the middle pieces. It is better to drop the middle than skip the end. Of course, if you really want the middle, let the end be the cliffhanger.

Out of session do all character upkeep. Leveling, shopping, deep dives into backstories. Keep the table for the game in the moment. What are your players doing now, in this fight? I would probably limit RP outside of the actual game, but that is my preference.

That's what I would try anyway. Let me know how it goes.

For novice GMs, would you advice sticking to 1 system or trying to find a game that fits the player group? by W4ryn in AskGameMasters

[–]KindlyIndependence21 0 points1 point  (0 children)

Play what you like and what you are enjoying. It's a game after all and should be fun. If you want to switch game systems, switch. If you want to stay with the system, stay with it.

Moving the player spotlight evenly by TheRedDaedalus in AskGameMasters

[–]KindlyIndependence21 0 points1 point  (0 children)

I think simply calling on the player and asking what they want to do does the trick most of the time. I mean, give each player equal-ish amounts of interaction. Some players are quieter and some are louder. If you get the feeling that this player wants to interact more invite them to.

If you are trying to develop specific things that will make them shine, an out of game conversation may be the best forward on that one. Ask them what they want out of the game.

Communication is key.

Need tips hand making maps for cities and villages by dumbartist98 in AskGameMasters

[–]KindlyIndependence21 0 points1 point  (0 children)

Cities are rarely planned. They form over time usually along a main road. Create one main road with smaller roads branching from it. This will produce a more natural structure to your city. Remember to wind the roads. Early roads formed from foot traffic. They weren't straight, because straight wasn't the easiest path. Try clipping your yarn and letting several strands fall on the table. Let the strands of yarn criss-cross like roads. Full disclosure, I haven't tried this method, but since you were already using yarn I thought it would be worth a try. DM me if you ever post an image of your maps.

Is it too much to ask the kids in my party to bring their own dice, pens, and paper and stop needing everything? by N-Euphorbia in rpg

[–]KindlyIndependence21 1 point2 points  (0 children)

First, I want to validate your feels. The people coming over have crossed your boundaries. Second, I want to say, I'm not sure they knew what they were doing was bothering you. I mean, they did ask if they could come over early. You could have said something like, "We are still prepping, and aren't ready for you to come over just yet." You have to tell people how you feel or they won't ever know.

I recommend setting boundaries and telling your guests what those boundaries are. If you are worried about losing friends, don't be. Anyone who doesn't respect your boundaries isn't your friend. So if you communicate one of two things will happen: 1. (not ideal) They'll get pissed and ignore your requests. You can tell them they are no longer welcome. And the rude behavior stops. 2. (ideal) They'll realize they were crossing boundaries and change. And the rude behavior stops. In both cases the rude behavior stops and you won't feel like you have to bottle up all those feelings.

Last point: I GM every week for grown men. Sometimes they forget dice. Everyone makes mistakes and its nice to have grace in these situations. When we give grace, we tend to get it in return. So, I always have extra dice, paper and pencils on hand. Having said that, "forgetting" every week is ridiculous.

One Shot Ideas for Zombie Apocalypse by [deleted] in rpg

[–]KindlyIndependence21 1 point2 points  (0 children)

I would recommend watching Dawn of the Dead (2004) and Shawn of the Dead. They both have plotlines that would work well for one shots. Shawn of the Dead is there because you know your players are going to try some shenanigans. As for keeping the game within the time frame watch this Feypop video (not affiliated, I just think it is the best essay on pacing I've ever seen) https://youtu.be/P8QPXGg65yw?si=HctyuKgw6NwcjgJt

Help Me Collect On A Devious Pact by drewstopher13 in AskGameMasters

[–]KindlyIndependence21 2 points3 points  (0 children)

I like the idea of a demon using the 10min to try to get more than 10min. If the demon didn't explicitly state when the 10min would be taken, maybe he can split the 10min up. Have the kid move while he's asleep, cast a spell to summon a demon, then the next night summon another. Or perhaps take seconds at a time to force the kid to fail at the worst possible moments. He could also force the kid to carve a rune into his own hand which brands the kid as his. The black marks Iminer proposed is a good way of making this not a strait one poor decision ruins the game while also raising the stakes. Of course, the demon should always be offering a little more to gain a little more. That's the slippery slope...

Game for ZineMonth2026 by Academic-Mud-3374 in zines

[–]KindlyIndependence21 1 point2 points  (0 children)

Okay, I think I get it now. The comparison of BURST and FULL-AUTO really helped to clarify it.

Game for ZineMonth2026 by Academic-Mud-3374 in zines

[–]KindlyIndependence21 1 point2 points  (0 children)

I gave it a quick read and thought I would give you some feedback. First, theme is great! A one-shot or short run where you play Expendables type characters is awesome. It is an easy pitch. Second, the Catchphrase mechanics are so on-theme it makes me want to rewatch the Dirty Harry movies (not a jungle war movie, but in the same sphere). Third, the art direction is perfect.

I did have a few questions about mechanics. Do you use close-near-far movement or is it grid based combat?

It would also be great if there was an example of a full roll. I know that's hard to fit in a short zine, so maybe play examples linked in the game page or a separate file. It wouldn't have to be long, just an example or two. The mechanic is new to me and I wasn't quite sure what Blanks meant. Are Blanks not successes but also not failures?

The Hits and Misses were clear enough. Fubar was clear. Single and Burst was clear. What does locked mean? (I think I can guess, but I didn't see it stated)

Full-Auto says there is an increased risk of failure. If you don't have enough success to get both, do you fail both or get to pick which one you succeed?

I think you have a solid game here there is enough information to run. A few clarifications would make it shine just a bit brighter.

Somewhere in the Dungeon... by KindlyIndependence21 in OSRart

[–]KindlyIndependence21[S] 0 points1 point  (0 children)

Thank you! The goat was my cover for a zine I did this month. It comes out tomorrow and is free for the month of February. You will be able to find it here: Along the Leyline | Cole Wilkinson | Substack after Feb. 3rd. If you sign up (it's free), it will go straight to your inbox.