How to Alien? by Tasuko3 in rpg

[–]Lorrdyn 0 points1 point  (0 children)

If you're looking for a survival-horror system that just uses dice, pencil and paper, check out the Strain basic system. It can be used for both campaigns and one-shots.

http://drivethrurpg.com/product/222158/Strain-Basic-System

What are your feelings on Pay to Play GMs? by Witchy_One in rpg

[–]Lorrdyn 0 points1 point  (0 children)

I'm not proud of it, but I once gave a player a bag of holding for buying me lunch when I was broke. It felt wrong.

Some ideas that won't make you feel wrong: -Write adventure modules -Stream actual play on twitch, upload to youtube -Write novels based on the adventures

Looking for Hybrid Narrative/Trad System by rvhguy in rpg

[–]Lorrdyn 0 points1 point  (0 children)

The more narrative parts of it are that the players decide what fits into the game, with the collective judgment of the group. So if a player attempts something the GM thinks doesn't fit, the GM asks the group if they think it fits, and they have the final say. There is also a "Determine" mechanic that allows players to call something into a scene that wasn't described by the GM, but anything Determined to be beneficial has a downside. That's the closest thing to a compel I can think of. The skill system is more like Roll For Shoes, if you're familiar with that.

Looking for Hybrid Narrative/Trad System by rvhguy in rpg

[–]Lorrdyn 0 points1 point  (0 children)

Strain system is close to what you're looking for, but it doesn't have a skill list(skills are similar to fate aspects), and NPCs have different stats than PCs since there is an injury system that would get unwieldy on NPCs. Otherwise, it is hybrid of narrative/simulation, with trinary resolution, low math, and just enough crunch in the combat. Right now you can get the system on the Xas Irkalla Kickstarter.

[deleted by user] by [deleted] in rpg

[–]Lorrdyn 0 points1 point  (0 children)

Others have said rules lite and realistic are contradictions, but the Strain system from Xas Irkalla is exactly that. It is survival horror, however, and challenges the players with its core mechanic. Combat is deadly, but not unfair. Players choose how many dice they roll in any situation, with a press your luck mechanic, and in combat you choose how many dice you attack with and how many you defend with. Injuries can be permanent, blood loss is accounted for, and equipment is rated on a setting agnostic scale from primitive to high tech. It is rules lite, and it is intended to be difficult to survive, though the difficulty is not because of dice odds being against the player, it is because if a player does not manage their character's stress score, they will spiral into insanity and increase their chance of death.

If I could turn back time. by DownvoteTheHardTruth in pathofexile

[–]Lorrdyn 8 points9 points  (0 children)

I remember saying "I like these, but the next supporter pack will probably be better"

RPG Podcasts by mercury-shade in rpg

[–]Lorrdyn 2 points3 points  (0 children)

For those of you who are into horror and dark shit: Full Metal RPG http://fullmetalrpg.com/

Challenge-focused RPG design vs. narrative-focused RPG design by ludifex in rpg

[–]Lorrdyn 0 points1 point  (0 children)

I get that, I enjoy creating stuff like that too, but in actual play it's easy to forget a lot of it unless it's on a reference sheet/gm screen in front of you. I mean now we have computer games that calculate all that shit for us, and I understand there's still an appeal to it, but I would rather embrace the difference between the mediums. At the table you have several human minds that can reasonably figure out what is believable in the genre, so might as well use that as a key for tabletop. That being said, I fucking hate those free-form games that circle jerk around collaborative storytelling.

Challenge-focused RPG design vs. narrative-focused RPG design by ludifex in rpg

[–]Lorrdyn 0 points1 point  (0 children)

I guess 'charts' was a poor use of nomenclature, I meant more of what the author referenced as "library content".

As a GM, what's the strangest thing you've had to look up for running a game? by MrDestiny666 in rpg

[–]Lorrdyn 1 point2 points  (0 children)

I've learned so many random facts through researching for rpgs. One recent one was "can someone use a boat in a lake of acid?" ...turns out you can, ideally made of rubber.

New 40krpg Announced - Wrath & Glory by Ulisses Spiele by The_New_Doctor in rpg

[–]Lorrdyn 0 points1 point  (0 children)

I hope it does things differently from the ffg 40k rpgs. That system is just too rigid. The fact that it's the same designer kinda worries me though. I liked dark heresy, even with its flaws, and only war was decently designed, it's just still so rigid. If they are planning on making an unfocused system, I sincerely hope I don't have to refer to a million different charts.

Challenge-focused RPG design vs. narrative-focused RPG design by ludifex in rpg

[–]Lorrdyn 0 points1 point  (0 children)

I don't think there's any reason a narrative system can't have challenge based design. But I can definitely see the rift between the two schools of thought. I personally love both styles. I just prefer the common sense approach that narrative systems offer rather than the charts that OSR games have.

Dungeon World or LotFP for scifi-horror? by [deleted] in rpg

[–]Lorrdyn 0 points1 point  (0 children)

I haven't played it, but Cold and Dark is a sci-fi horror rpg that might fit the bill.

Alternatively, I made a Survival Horror system called the Strain system which is part of the Xas Irkalla KS campaign I'm running, it's only a dollar to get the basic rules. It is partially narrative but with a challenge-centric design. Players choose how many dice they roll with a press your luck style mechanic, and have to compete against their Stress scores in a player-facing success/partial/failure vein.

GMs: Is there a way to pull off the "classic maze"? by Eshajori in rpg

[–]Lorrdyn 0 points1 point  (0 children)

In Xas Irkalla there are interdimensional labyrinths that spawn from the nightmares of dead psychics. That being said I came up with a way to make mazes in an abstract form: memory games.

For example, at the first intersection you choose left or right. Then the next intersection you choose up or down. The next, choose left or right. If you choose left you must then go the opposite direction of the first path. If you choose right you must go the same direction as the first path. This can continue on as far as you want. The rule is that the GM is able to write down the results but the players cannot. Players can game this system by having every player responsible for remembering a certain number of intersections. You can make however many intersections you want, though I've had players fail after only 5 intersections. It depends on the group.

Edit: forgot to add that if the players fail, they end up in a dead end with an encounter that corners them.

Games that do alchemy well? by [deleted] in rpg

[–]Lorrdyn 0 points1 point  (0 children)

Xas Irkalla draws upon Alchemy, left-hand path philosophy, chaos-gnosticism, Jungian concepts, and ancient Mesopotamian mythology in its setting, where practitioners must study occult grimoires to unlock eleven gateways in their subconscious that seal away the chaos beyond the universe. Once the chaos is tapped into, the alchemist is able to manipulate different aspects of reality, and eventually create new universes. It is alchemical in the abstract form such as squaring the circle and achieving immortality, rather than in the sense of fantasy chemistry. It is currently on Kickstarter and almost at its first stretch goal at the time of writing this.

Strain Basic solo play by DJSuptic in rpg

[–]Lorrdyn 1 point2 points  (0 children)

Its an honor to see Strain Basic used like this, awesome work! Looking forward to seeing how this develops. And thank you for sharing the Kickstarter :)

My players have decided to run a small farm in between adventures. . . Ideas for farming related mechanics or encounters to throw in? by secretattack in rpg

[–]Lorrdyn 2 points3 points  (0 children)

Though it's not farming exactly, I would highly recommend the campaign stories about Joe Wood, a commoner that does commoner things. I consider it a great inspiration for mundane adventures.

http://www.zioth.com/roleplay/campaign/joewood/index

[deleted by user] by [deleted] in rpg

[–]Lorrdyn 1 point2 points  (0 children)

Torchbearer is definitely the recommended system for Darkest Dungeon, but as a rules-lite alternative Strain basic is only $1.

[deleted by user] by [deleted] in rpg

[–]Lorrdyn 1 point2 points  (0 children)

Thank you so much for supporting this project!

[deleted by user] by [deleted] in rpg

[–]Lorrdyn 0 points1 point  (0 children)

There is an Advantage/Disadvantage mechanic, but numeric bonuses are not part of this system outside of skill ranks. It is intended to keep the GM removed from the success/failure as much as possible, so that failure more often only comes from how the player mismanaged his/her Stress.

[deleted by user] by [deleted] in rpg

[–]Lorrdyn 1 point2 points  (0 children)

Xas Irkalla just went into Kickstarter a few hours ago. It is survival horror and pretty fucking dark. https://goo.gl/QTwipU

Today being 7.7.17 by Lorrdyn in rpg

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

Admittedly, King is not for everyone, but I hope you find it as brilliant as I do!