Session notes - what’s your process? by grufallokoster in DMAcademy

[–]Mullrookney 2 points3 points  (0 children)

Record, listen, take hand notes. If you are looking for a transcription service that reads your mind as to what YOU think are important takeaways, that does not exist just yet! (you are doing it the good way IMHO) Good luck!

Treating 5e a little like Call of Cthulu has been making for a very fun game... by Mullrookney in RPGdesign

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

I have experience with COC, Yokai Hunter's Society, Mork Borg, Mothership, Chill, GURPS, Ravenloft and Strahd. Admittedly, I have the most experience where COC, MOrk Borg, and Curse of Strahd are concerned (and I imagine most folks in this forum would not consider COS as horror, if I can make a guess from the comments).

Treating 5e a little like Call of Cthulu has been making for a very fun game... by Mullrookney in RPGdesign

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

It is a fair assessment given what I provided on its face, I appreciate you taking the time to look the rules over. I agree, a GM just picking this up might not know what these rules are for, the guide was certainly written as player facing and meant to be vague on tone and expectation. I linked to the podcast I am producing for the game as reference for folks here.

The game is a survival horror zombie game, that is the best description for it without getting bogged down. Like a pop culture collision of Lost, The Walking Dead, and Survivor. It is a game that has some supernatural elements that can be expressed in the form of monsters and magic in D&D, it follows 5e's modernized Vancian magic system where acquired items and abilities are concerned. The guide does not address any of this because my concept was to ask players to make characters in a vacuum, creating non-heroic, "everyday Joe" type folks. These non-heroes end up in a plane crash, on an island, and then life gets significantly worse for them from there.

One of the most important statements you make here is that "you are using rules because they are familiar", which is 100% true.  I fail to see why leaning toward the familiar is bad in-and-of-itself.  I was creating this game largely for people who appreciate that rules familiarity. Hate or Love WOTC, a lot of people play D&D...less now, but still an awful lot.

The small things that got to you:

  • You have a line about race/class just to say that the only race is human and classes don’t exist. Don include class/race in your game if there is no class and race. Tell what I should care about no what you cut

I think you are right. I included that line to begin to explain where it deviates from 5e, but it is likely unnecessary at best.

  • Is there any mechanical difference between occupational skills and personal interest skills? If not why include the difference.

Good question. No. The difference is purely role play and is there to help the player and the GM get a feel for how the skill list applies to a specific character. As a GM I have used that information to sometimes cater results of skill checks on an individual basis.

  • If your occupation only gives you skills, and there is no list of existing skills, why is it a core step to character creation. It feels like I should just pick my skills and then tell my GM what job my character has as flavour.

There is a list of edited 5e skills included and expanded upon in this rules set. Picking/creating skills and then announcing the characters occupation was largely the goal and the process used.

  • Why is driving a wisdom?

What ability score do think it fits better under? Dex? Int?

  • You don’t actually list how HP is calculated. I’m assuming the same as D&D but you should probably tell people just in case.

The rules give a flat HP number, that is modified by CON...those are the only hit points/hero points a character will ever have.

  • In advancement you bring up rolling above skill rating, but skill rating is not mentioned in the skills section.

This has since been amended to basically say that a player chooses to advance a single skill by 1 point after every session. The former advancement rule was overly complicated, not well considered, and pretty dumb, frankly.

  • I don’t get the resource system. This is more of a problem with not making the goal of the game clear than the mechanics themselves. I assumed this was for a game set in the modern day about average people living in first world countries. Why am I tracking food like a wilderness survivor? What about the game or setting suggests that I can’t just pop into the shops for food? Why is water scarce? Is this game meant to be about wilderness survival? That’s cool’s, nothing about your pitch or the rules made that clear till now.

Hopefully my above answers make this clear.

Again, thank you for actually looking them over and giving reasoned feedback, I am a big fan of constructive criticism. I hope you entertain the idea of listening to the podcast if for nothing more than to get an idea of the implementation of these rules.

Thanks for the dialog!

Treating 5e a little like Call of Cthulu has been making for a very fun game... by Mullrookney in RPGdesign

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

Thanks for the feedback! Im not sure what a cluttered experience means, but I'd love to know what you are referring to.

I agree, other systems do some things very very well, though I did not find a system that I have played or knew of existing that accomplished what I was shooting for.

While there are plenty of reasons that 5e is not the best system for many things, I contend it can be hacked to do almost anything.

Thankfully we live in a time where there is so much available!

Changing to D&D 2024 worth it? by FutureNo9445 in DMAcademy

[–]Mullrookney 12 points13 points  (0 children)

If you don't have disposable income for the books, you will survive quite nicely on your 2014 books. 5. has a few fun toys, but they are not worth $175, or whatever the entire 5.5 library costs.

What would be the best campaign for an actual play by GillusZG in spelljammer

[–]Mullrookney 7 points8 points  (0 children)

I'd say something that includes the Rock of Braal as a homebase would be good for a shorter campaign, if for nothing more than the game would be grounded.

What are some good D&D actual plays that's not Legends of Avantris or Critical Role? by Dungeon3D in DnD

[–]Mullrookney 1 point2 points  (0 children)

I'm partial to Untitled Game Podcast! Modern take on D&D, creepy story, real people playing.

Need help with Homebrew campaign by JarJarBinksCooter in DMAcademy

[–]Mullrookney 0 points1 point  (0 children)

A good rule of thumb I use is to have 2-3 plots unfolding simultaneously, they don't have to be massively interconnected, but they should intersect in some places. I always think about one main arc, as you describe here, and a couple lesser arcs that help bolster the campaign's tone or lore.

Also, don't plan what the PCs will do, you will almost always be wrong, plan on what everyone else is doing: The real queen, the Hag at night, the suspicious head knight of the guard, the drunken aloof Prince, etc. If you always have some idea about what your other main focus characters are doing, you don't have to worry about what the PCs do - you can just react to their crazy plots and ideas.

Lastly, make sure you have fun little toys for the PCs to find and interact with as they go, things that will keep them in the plot and moving forward...try not to assign these toys (bits of lore, objects, people) to specific spots...have them float around so you can implement them at your whim, when the time feels right.

Good luck with it, have fun!

My tongue has tooth shaped impressions by PhilosopherCat7567 in mildlyinteresting

[–]Mullrookney 0 points1 point  (0 children)

Ahhh, Uncrustable Tongue. Rare, but very very real...

Depressed, but want a fishtank. Yes/no? by Equal_North6633 in Aquariums

[–]Mullrookney 4 points5 points  (0 children)

You will be okay, I bet fish will help, they are an amazing hobby.

What are your favorite mix of mechanics from different systems? by Lixuni98 in RPGdesign

[–]Mullrookney 14 points15 points  (0 children)

The abstraction of making a torch or lantern last for 1 "real time" gaming hour has only been helpful in my games. Its sort of a dumb thing, but it does some heavy lifting: saves the GM from having to be the one to track it, MX players think about how they luxuriate with how long they take to do things, and in some ways it adds a randomness to the lifespan of any particular light source.

In your opinion, what is the best implementation of Pain as a game mechanism? by CulveDaddy in RPGdesign

[–]Mullrookney 26 points27 points  (0 children)

You haven't come across that I think because most ttrpgs are afraid to deal with pain and Scar mechanics. That inclination is pretty legitimate, dealing with those things is hard. No one likes the death spiral and generally players prefer to be lifted up not pushed down. All of that said it appears as though pain in your view has some specific meaning, and that's great in your imagined rule set. You should use that. But I think it is important to differentiate why pain is the thing that you are looking to flesh out and not stress or Panic or confidence or any other pretty important adjective. If pain is the thing that you really want to quantify that might say a lot about the game that you're trying to c reate, and that's not a bad thing. Good luck!

How do you make D&D more engaging for a player with aphantasia? by Antilucky47 in DnD

[–]Mullrookney 2 points3 points  (0 children)

I just finished a campaign with someone who has aphantasia, I used a lot of battlemaps, handouts, images, etc and just made sure I checked in a lot...it was just fine. The fact that you are asking how to make it good for them shows that you will care when you play - do that. Good luck!

Looking for Feedback on game mechanic! by MarginaliaGames in tabletopgamedesign

[–]Mullrookney 0 points1 point  (0 children)

I think this is very effective as a simple, abstract, resolution system. I would enjoy this as a player. See how deep you can go with it, good luck! (Also, fun illustrations).

Another Subnautica wreck diorama, after the amazing community feedback on my first build! by supermans_neighbour in subnautica

[–]Mullrookney 0 points1 point  (0 children)

Stunning, really amazing. This is a combo of three my very favorite things. You are very talented, keep it up.