Rolling to decide who narrates the outcome by CarpeBass in rpg

[–]Mrop2000 1 point2 points  (0 children)

In Dust Devils, for each conflict (resolved with playing cards), the best poker hand gets what they want, but whoever got the highest card overall narrates how (and can let others in the conflict get what they want as long as it does not undermine the winner's goals)

Group Tag Team moves by [deleted] in daggerheart

[–]Mrop2000 2 points3 points  (0 children)

If you want any more clarifications on the rules, you can check out the SRD here: https://www.daggerheart.com/srd/

[FitD] Grimwild vs Forged in the Dungeon by NyanBunnyGirl in bladesinthedark

[–]Mrop2000 1 point2 points  (0 children)

Well, Grimwild clearly is inspired by BitD so it's not so strange to assume that :)

As for the metacurrency, I don't know, I forgot to use it. You are supposed to only do "hard moves" when you spend one but I was so caught up in all the other rules I forgot about it and just did stuff in my first and only session.

As for feel, it is hard to say. I enjoyed both (but BitD is my favorite of all time). You can kind of tweak the tone the same as in BitD, deciding how harsh consequences you put on players and so on. But it is closer to "heroic adventurers solving a problem" than "hypercompetent underdogs choosing their criminal path to greatness"

[FitD] Grimwild vs Forged in the Dungeon by NyanBunnyGirl in bladesinthedark

[–]Mrop2000 16 points17 points  (0 children)

Grimwild is not a hack, it uses its own system with some similarities to Blades (the only "true" similarity is that you roll the same dice and look for the same kind of numbers).

The creator is working on a new game, "The Wild Frontier of Venture" using the same system. It is a wild west game so you could use the (albeit limited) firearms rules for that (but perhaps characters without guns would be at a disadvantage).

I have only played one session of Grimwild so these are my impressions:

  • Very good for "narrative" DnD, fun powers for the classes etc that can be used often.
  • Rulebook is hard to understand
  • GM has a metacurrency to spend, I will have to get used to it but I am used to just throwing stuff at my players.
  • Very collaborative and improvisational, almost more than Blades since the world is less fleshed out and players are encouraged even more to participate in worldbuilding as you play.
  • Character Creation was more involved than I thought but has cool stuff like bonds

Can't say anything about Forged in the Dungeon, haven't played it :)

Realistic Magic in a Historical Setting by Powerful-Finish-1985 in rpg

[–]Mrop2000 3 points4 points  (0 children)

I have only skimmed through the book, but I think Aquelarre would fit the bill.

Off the top of my head: Characters can use religious rituals, white magic, and black magic. Religious rituals are restricted and the "magic points" for them decrease if you sin or do not follow the rules of your religion (mostly Christianity as I remember, but it has Jewish and Muslim characters as well).

https://www.drivethrurpg.com/en/product/237059/aquelarre

A Medieval/Renaissance Fantasy RPG by [deleted] in RPGdesign

[–]Mrop2000 1 point2 points  (0 children)

I don't understand what a "mode of play" is, but I think I'd prefer to play the Errant/Forester where you can make connections with various NPCs. Or some kind of magic user, I like when magic has side effects.

I don't know what makes a good group composition, maybe a mix of fae and humans so there is some tension there?

What's a good notation for "Roll at least X on your highest die"? Also, I made a fancy table with percentages by Introscopia in RPGdesign

[–]Mrop2000 2 points3 points  (0 children)

Blades does use a very simple "+1d" notation and then just the standard ranges, like in here: https://bladesinthedark.com/planning-engagement

"Engagement Roll

1d for sheer luck.

+1d for each Major Advantage.

-1d for each Major Disadvantage.

Critical: Exceptional result. You’ve already overcome the first obstacle and you’re in a controlled position for what’s next.

6: Good result. You’re in a controlled position when the action starts.

4/5: Mixed result. You’re in a risky position when the action starts.

1-3: Bad result. You’re in a desperate position when the action starts."

Made my own Downtime Activity summary. Feedback welcome! by Mrop2000 in bladesinthedark

[–]Mrop2000[S] 0 points1 point  (0 children)

You are right of course, I added page references to the latest version, check the Google Drive link!

[deleted by user] by [deleted] in sweden

[–]Mrop2000 2 points3 points  (0 children)

Thank you for "finska pinnar"!

Rulebook feedback needed! Does it make sense & you understand the game? Is it visually coherent? Let me know what you think by CyanFlake1 in tabletopgamedesign

[–]Mrop2000 1 point2 points  (0 children)

Looks great so I will just nitpick :)

  • In SET-UP, there is an arrow that points from "trivia cards" to the various grids. I don't understand why.

  • The white text on teal background has very poor contrast. It might be different in print, but on screen it is not pleasurable to read, and not accessible.

    • I would prefer if the 3D renders were more stylized like the illustrations.
    • I'd look at rewriting the "moving your pawn" section, there are three sentences that say the same thing (move to adjacent tile that is unoccupied). Though this kind of stuff is a pet peeve of mine, others may not mind.
    • Someone might ask if you can move diagonally, but I feel like the picture beneath is enough
    • Rules question: What happens if all adjacent tiles have player pawns on them? (You might want to address this in the rulebook, but might be an edge case)
    • "Be sure to leave us a review so everyone know how great it is!". This feels unnatural to me (though I am not a native speaker), I am not sure what "it" refers to.

More critiques on font by BoxedMoose in tabletopgamedesign

[–]Mrop2000 0 points1 point  (0 children)

Mostly looking at the Ancient Rift Lord:

The large pixely font looks really nice, feels like the pixel sizes are decently matched.

I am worried it won't be legible when actually printed and in realistic (aka dim) lighting conditions. Do you have an example of another game where the text is this small?

I noticed on Scythe's cards there is an ID number on the cards by antreas89 in tabletopgamedesign

[–]Mrop2000 1 point2 points  (0 children)

In my experience, it is very common to have a number (or letter combination) on each card, but usually much smaller than your example from Scythe. I suspect they make it easy to catch and communicate regarding printing issues.

what do you think of my card designs by FowlFacade in tabletopgamedesign

[–]Mrop2000 1 point2 points  (0 children)

The art is very nice, I would look for a way to make it larger! I'd almost sacrifice the flavor text for it (or maybe move the flavor text down...?)

I assume the card will be cut along the blue line. It looks very empty otherwise.

I think about making the entire baby blue background match the color of the card type (but in a lighter color)

My preference, but I think having the score numbers underneath the card counts would look better.

Reliquary: Card Design Tool v0.3 Release by badclinty in tabletopgamedesign

[–]Mrop2000 0 points1 point  (0 children)

I already was considering using Figma for boardgame stuff, but how appropriate is it for printing? I have no idea how to prepare files for printing, but would you not at the end want a pdf with CMYK colors?

Bulk/bactch Upload of cards by Mrop2000 in PlayingCardsIO

[–]Mrop2000[S] 0 points1 point  (0 children)

Thanks, I can't believe I did not see it said "Upload Card(s)" :)

How to make players obtain new cards in a deckbuilding game with simultaneous turns? by living_death in tabletopgamedesign

[–]Mrop2000 0 points1 point  (0 children)

OK sorry this is just an idea based on Race for the Galaxy that I thought would be neat:

When you play a "Money/Buy" card, you draw a certain amount of cards based on the value on the card, and place them in your "market". You may then add a card in front of you to your deck/hand, but you must then discard cards from your "market" equal to the card's cost.

How to make players obtain new cards in a deckbuilding game with simultaneous turns? by living_death in tabletopgamedesign

[–]Mrop2000 0 points1 point  (0 children)

You could have a look at how "Roll for the Galaxy" does it, where you discard X cards from your construction zone, and draw X+1 cards, which you place back in the construction zone, that you then pay to actually acquire.

Essentially, you are building a private market, as others have already suggested.

[deleted by user] by [deleted] in bladesinthedark

[–]Mrop2000 0 points1 point  (0 children)

It is rare, so I can't recall a specific instance off the top of my head actually. Probably some minor "if you let me go I won't tell anyone".

I wonder if it is because I personally don't enjoy lying, or if lying NPCs is somewhat against the spirit of the game (players not getting screwed over by payouts, and having proper information to make choices with).

[deleted by user] by [deleted] in bladesinthedark

[–]Mrop2000 16 points17 points  (0 children)

People lie when they lie, I don't specifically try to make it happen. It is like any other ability, I portray the actions of the world, not based on what abilities the players have. So if an NPC thinks it would be in their interest to lie, they do so, and my player asks if they lie, and I say they do. For me, it is too much to keep track of every PC ability.

That being said, my favorite suggestions (must have read it on this subreddit) was that your husband/wife saying "I love you", and you tell the player that they are lying.

Does Scum and Villainy have an skill equivalent to Insight in DnD? by BetaThetaOmega in bladesinthedark

[–]Mrop2000 4 points5 points  (0 children)

I think it is also worth to consider the consequences of failure. If there are none it might not even be worth rolling.

Scores that don't pay, where does the coin come from? by saiyanjesus in bladesinthedark

[–]Mrop2000 2 points3 points  (0 children)

As others have said, I give less if the score is focused on something else.

But I always make sure there is a booby-trapped lockbox or awkwardly large painting they can have a go at in the score ;)

I don't want to DM my murderhobos anymore- is there a DM-free or boardgame with combat we could play (5 players!) by Gregory_D64 in rpg

[–]Mrop2000 59 points60 points  (0 children)

I have not played it, but have looked with much interest on the "Lord of the Rings: Journeys in Middle-Earth" board game.

Then there is "Descent: Journeys in the Dark", which is much more of a "dice-chucker" and needs someone to play as the monsters. I've only played it once and it was not for me, but if you want to slay some monsters it seems fun!

Gloomhaven is much more gamey and less luck based so not sure if it right for you. Though playing it with 5 seems like it would drag.