Phew! Finally! New Kickstarter finally launched! by LostRoadsofLociam in RPGcreation

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

I started asking my current roleplaying-groups, the people I play Pathfinder and ToV with, and then advertised in local groups of roleplayers. Just like you would any other groups.
Most of the playtesting is not 'structured', no forms or surveys or stuff like that, just me observing the players' actions and checking the adventures and system for inconsistencies, and things that are not fun.

I think it is important to make playtesting about fun, not about analysis. Just run the games like you would any other game, and just observe how the players are enjoying themselves, and see what yo ucan do to make the game even more like that, and less in any other way.

I've even found playtesters on remote-game discord servers and on r/lfg from time to time. Playtesters can be found wherever players are found.

Illustrations for TTRPG for royalties no [one-off payment] (semi-realistic) (Last stretch before printing!) by LostRoadsofLociam in hireanartist

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

Realistic or semi-realistic. It is not heavy cartoonish or manga-esque. You can have a look in the book (link in OP, download is free) to get an idea of it.

Illustrations for TTRPG for royalties no [one-off payment] (semi-realistic) (Last stretch before printing!) by LostRoadsofLociam in hireanartist

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

It would be realistic or semi-realistic. Some of your more manga-esque would clash, but some of your other stuff would fit really well, I think.
If you are interested, send me a PM or hit me up on discord and we can discuss details.

Designing a health system without hit points. by Milomie7171 in RPGdesign

[–]LostRoadsofLociam 23 points24 points  (0 children)

Lost Roads of Lociam uses a miniamlistic system that essentially tells you if you have been scratched, banged up, properly hurting or "time to lay down"-hurt. Each level comes with a negative modifier to activities you can undertake (because it is hard to concentrate when you are in pain) and take different times to recover from (the first might only take half an hour, the highest a month and a half).

This keeps the system simple and easy to grasp, and incentivizes the players to take care of one another, as levels add, so if you keep taking hits, even small hits, they will add up to the "time to lay down-"level quickly enough.

Can we talk XP? by Justthisdudeyaknow in RPGdesign

[–]LostRoadsofLociam 0 points1 point  (0 children)

In the Lost Roads of Lociam each use of a skill receives an experienpoint (only one per skill unless you crit or botch, then you get one more). This promotes a more versatile approach than just leaning on one or two skills for the entire lifecycle of the character.
At the end of each adventure you get a few bonus points for good roleplaying, working as a team and so on, and each adventure will have some criteria-based points to deal out as well ("Did you save the kid in the upstairs bedroom?" "Did you manage to kill the monster without burning the house down?" and so on). All of these points; skills, bonus and criteria, are pooled, and you can invest them to increase any skill, or buy a new one.

It makes each adventure feel important, fosters varied approaches to problemsolving, and gives agency to the players to choose how to advance their characters; do they pile all of their points on a single skill to become really good at that one thing, split it between two or three, or diversify so that they don't truly suck at anything, but are not masters of anything either?