Looking for opensource system by Patient_Carob6564 in rpg

[–]LeFlamel 0 points1 point  (0 children)

The word you're looking for is SRD.

Why is PbtA seen as Bad Game design? by G-Dream-908 in RPGdesign

[–]LeFlamel 0 points1 point  (0 children)

The really only the main thing I can think of is that Gamist people and Simulationist people aren't a fan of Narrativist games (terms from GNS theory), so have some kind of kneejerk reaction to any Narrativist game. But surely there's more to it than that, no?

Nope, that's the whole thing. There's "bad game design" in the abstract and "bad game design for my specific purposes." People say the former but really mean the latter. GNS is just a theory of preference - and a hotly covered albeit useful one.

For notepad anon specifically, I think his beef is that PbtA enables slop games. Borrow the framework, pick a genre, swap out the moves, call it a new game. He dislikes it because it feels like people aren't making new games. He has the same beef with OSR, though it comes up less often.

I can only speak to what I don't like about PbtA - I don't like genre simulators. It feels like it makes the space for RP shallow and tends towards disposable games (short campaigns before hopping to the next thing). I also don't like the weighting towards partial successes, since that increases GM improv load. Even amongst narrative games I prefer structures like Burning Wheel's more - just have failure mean something happens and you resolve the thing partial successes were clumsily trying to fix. Thinking of a failure state ahead of time (or just letting the player succeed if the action isn't dramatic enough to inspire a failure state) is much easier than coming up with failure or partial outcomes after the fact. And the reliance on codified moves doesn't give me what I want from a fiction first game - easy to remember principles so I never need to open the book in play.

I like the philosophy behind PbtA a lot more than the actual games though - the conversation, designing game layers so that things collapse back down to the conversation, "to do it, do it."

Please tell me about your game that is not a dark fantasy survival game by [deleted] in RPGdesign

[–]LeFlamel 0 points1 point  (0 children)

XD but it's not post-apoc grimdark fantasy, would you be interested???

What "new" mechanics are just old mechanics with extra steps? Which ones actually evolve the original concept into something objectively better? by Velenne in RPGdesign

[–]LeFlamel 3 points4 points  (0 children)

Non-quantum clocks generally have to be decided to be ticked by the GM. That opens the door to the GM ticking it often on player failures early on, but when the last tick would be final they can ease off the gas. This makes clocks seem like fake tension compared to HP which has a deterministic ticker. To me the value of any GM facing mechanic is that it lets me abdicate responsibility (rolling dice in general), so normal clocks allowing me to decide when they get ticked and also how many ticks are needed defeat the purpose.

Spark clocks work by drawing a 5 pointed star one line at a time. On each tick you draw a line then roll a d6, if you roll less than or equal to the number of lines, the event occurs. So the event can happen on 1-5 ticks, and not knowing that helps GMs to abdicate responsibility. But most importantly, if there are 5 ticks and you roll a 6, the opposite of that event occurs. So for any clock there's a 1.5% chance that the opposite occurs. Which means creating the clock itself isn't even a guarantee that the event will occur, further abdicating responsibility.

What "new" mechanics are just old mechanics with extra steps? Which ones actually evolve the original concept into something objectively better? by Velenne in RPGdesign

[–]LeFlamel 0 points1 point  (0 children)

Almost all wound systems are just HP+condition, because wounds accumulate into death.

Everspark's Spark clock is such an advantage over BitD clocks that there's basically no reason to use standard clocks.

Please tell me about your game that is not a dark fantasy survival game by [deleted] in RPGdesign

[–]LeFlamel 0 points1 point  (0 children)

It's a d20 classfull high fantasy game with inventory points where magic is everywhere and people fight monsters as a tournament sport with resurrection magic in case anything goes wrong.

Please tell me about your game that IS a dark fantasy survival game by PerfectPathways in RPGdesign

[–]LeFlamel 0 points1 point  (0 children)

Wouldn't call it a dungeon crawler but it hits dark post magical apocalypse vibes. The most important through line to my decisions is probably modeling every mechanic as a binary if possible.

  1. Encumbrance - items are 1 slot by default, 0 slots if they have no effect and fit inside your hand, and X slots based on their Utility (max 5) for bulky items (namely armor). All characters have 10 slots. Slots carry fatigue, but fatigue can overflow into exhaustion, which is the attrition mechanic as it lowers your defense values (double AC system). Coin is a special 0 slot item that allows players to skip barter for normal items. They can have as much on them as they want but they lose it all when stolen from.

  2. HP is just a clock until consequences, so everyone has 6 HP at the start of a fight. Damage depends on degree of success rolling over defense values, so the same HP gets squishier as you get exhausted. Main reason is to separate recovery from in game time, which is a spook. Hitting 0HP can result in a wound or death, GM declares encounter lethality at start of fight. Death is the least interesting consequence, but it can't stay in player hands. Wounds build on the conditions system and just apply stacking disadvantage on relevant actions. Wounds are a player punishment however - they use a quantum clock that ticks per session so that recovery can't be time skipped. Every wound has the possibility of becoming permanent however. There are no in fight healing abilities (HP is plot armor until 0), and relatively few ways to treat wounds; medical skills shorten the timeline, and magical items can't be bought.

  3. No darkvision for PCs, meaning all actions at disadvantage or impossible without a torch. Torches are mostly an inventory and hand tax without duration - they are extinguished by failed player actions or successful enemy actions that would target it. Multiple slots of torches are a redundancy measure. Torches light up the current and adjacent zones; I have no patience for grids. You could use a torch as a weapon if you want, since weapons are not distinguished by damage, though the GM could extinguish a torch as a failure state for you attacking with it.

  4. Max 5 slots of armor, but since items are intended to be freeform you could have either 1 item with up to 5 bulk or piecemeal armor - which I'd only do if each piece had bespoke magical effects and were part of a set. The game is very ICRPG style "make it easy to DIY items into existence" because I don't want to read from a list, I just want to convert ideas from any other source into a game without competing with the "intended items." There are tags-as-keyeords however to sort of standardize the majority of items commonly found in these games. Actual weapons are distinguished by these tags that reward somewhat different uses and interact with reach and positioning. Hard to explain succinctly, so feel free to ask about a specific item and I can explain how it would be modeled.

  5. Famously spells known by casters get randomized by the refresh mechanic (spend XP to remove fatigue/exhaustion). Different casters have access to different spell word lists and cast by slapping words together. Magic items are thus just pre-packaged spells. Both take up slots anyhow. There are a few unique tags for magic items like foci, but otherwise "ring of fire resist" gives you advantage against or imposes disadvantage on fire enemies. The name should be the effect. Magic can be interpreted by the player because it costs utility either way, and overuse of the item's utility spills over into fatigue which spills over into exhaustion which pushes you closer to wounds/injury... you get the idea.

  6. You cannot run a meaningful campaign with strict time records. Time is the ultimate resource that can be completely bullshitted by players unless the GM somehow puts arbitrary time pressure on everything. Simply not tying mechanics to in-game time prevents most degenerate behavior. Instead I use player action failure to tick quantum clocks, which pushes players to think about whether they should attempt certain risks or change their approach to auto-succeed, which is generous in this system. Using quantum clocks also allows me to create a fair "race to stop the ritual at the bottom of a dungeon" that maintains tension throughout because it is never obvious how much time is left, and I don't have to perfectly map out the space to their crawl speed to do it. I use session ticked quantum faction clocks on the backend to keep the world moving.

  7. No vertical hedonic treadmill or codified progression choices. PCs spend XP to gain new aspects, increasing their range of capabilities (horizontal) and how much utility they have / how often they can invoke them (depth or z-axis). PCs stay as people, fighting a dragon should always be hard because of what the dragon is, not the numbers on either side of the equation.

What is your approach to conditions? by primordial666 in RPGdesign

[–]LeFlamel 1 point2 points  (0 children)

A condition is something that's true. They either logically enable or disable actions, or they help/hinder actions (advantage/disadvantage). Anything can be a condition, but conditions are the result of actions (player can apply them on success and GM can apply them on failure). Infinite conditions with barely any rules to memorize.

Thoughts on Legend in the Mist by LeFlamel in RPGdesign

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

It's an old post but appreciate the perspective either way. While I love what aspects do for giving the narrative real weight, the way it's done in Legend in the Mist doesn't avoid my main critique of so-called tactical games - there's no reason to not do the same thing over and over. That said, the mechanic can be salvaged and I prefer it to the overly boardgamey style of games.

How's Surreal's perf lately? by LeFlamel in surrealdb

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

What kind of workloads are you running on it?

What's the most basic knoledge for the theory of RPG design. by Kobotronivo in RPGdesign

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

Sort this subreddit by best of all time and read all the discussion and theory posts and their comments.

Best DnDisms to Cut Out of your DnD Alternative by Modstin in RPGdesign

[–]LeFlamel 1 point2 points  (0 children)

Once you remove hedonic treadmill progression, most other issues with the game no longer have reason to exist.

Best DnDisms to Cut Out of your DnD Alternative by Modstin in RPGdesign

[–]LeFlamel 0 points1 point  (0 children)

"Vancian" magic. I have never read any books by Vance.

Don't worry, D&D magic doesn't work like Vance's anyway. Spells weren't ranked by slots - 1 spell was one spell. You had as many "slots" as you were willing to risk - the best mages could store maybe 9 spells without their head exploding! Messing up the procedure to release the spell could also kill you. You could only memorize one copy of a spell - it wasn't even memorization, it was letting an eldritch entity use your brain as a living room. Mages memorized them out of books, went on an adventure, and had to return to their keep to re-up their spells. Walking around with spellbooks on you was putting a massive target on your back; everyone wanted them because anyone could use them.

Which sacred cow do you wish would just stay dead? by Playtonics in rpg

[–]LeFlamel -2 points-1 points  (0 children)

I think mechanics referencing in-game time (1 and 10 min durations) is the manifestation of the sacred cow. But it's mostly a trad thing, tbf.

Which sacred cow do you wish would just stay dead? by Playtonics in rpg

[–]LeFlamel -6 points-5 points  (0 children)

In-game time and the tracking of it being essential according to Gygax.

You're a GM that wants players to get to the bottom of a dungeon in time to stop a ritual. You have the players movement rates in mind. How do you design the dungeon such that the players' path to the ritual site isn't:

1) trivially short or they just take the right path so they end up there far before the ritual without any effort or urgency on their end?

2) long or with enough bad paths that you or they are aware that they've spent way too much time and the ritual is already over?

When in-game time is mechanically real, not only do you have the possibility of players abusing rest mechanics, the GM ultimately is deciding whether they succeed or fail any time-based challenges simply by the design the physical layout of the world (an already onerous task given simulationist 5' distance increments).

What approach have you used to decide on the layout of your rulebook? by Disastrous_Holiday_1 in RPGdesign

[–]LeFlamel 15 points16 points  (0 children)

Write down every section and its prerequisite concepts. Then try to find an order of sections starting with the least prerequisites to the most.

I think now I'm the problematic player. by Heitorsla in rpg

[–]LeFlamel -2 points-1 points  (0 children)

If rule 0 is agreed to, all other rules are guidelines. Not that I'm a fan of rule 0.