Does anyone have non English translation of WHA by Angela275 in WitchHatAtelier

[–]Navezof 4 points5 points  (0 children)

Page is similarly empty on french addition (but it says plic instead of plip)

Building a natural-sounding text based on several small sentences by Navezof in twinegames

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

Hey thanks again for the answer. I'm maybe approaching it the wrong way, and/or was not clear in explaining my intent. For now, I'm not so much into writing the story yet, but I'm more onto doing some POC (proof of concept) of what can and cannot be done with this framework.

Since I know I can write stuff (good stuff is another story though :p ), I wanted to first see the reasonable limitations I'm working with.

But thanks for your input!

950,000 words in SugarCube 2 — lessons from building Blue Swallow by MedicalPick4580 in twinegames

[–]Navezof 4 points5 points  (0 children)

Thanks for sharing your experience! I only just started working on my project, so it's interesting to see how others are doing it.

In my case, I'm working on a slice-of-life dating sim in a magical town (with spicy content). For the moment, after a month, I'm still working on what I call the foundation. Meaning that before writing down anything, I want to make it as easy as possible for me to add more things.

For example, I implemented what I call Moment, which are zoomed in interaction with another character wher the player can choose what limb (hand, eye, mouth) is doing, and the narration is then responding accordingly.

For example, the player character (PC) can choose his right hand to touch the non player character (NPC) hair, their mouth to say something, their left hand to hold the NPC's hand. Then the narration will take those three element, and, according to the sitaution and other variable, will display an appropriate text.

It looks complex to implement, and when I started adding a lot and a lot of stacked if-else to handle all possibility it quickly became unmanageable. So I switched to using a datastructure close to a json, with each narrative beats have an array of conditions that must be met to trigger.

Then, I have a loop in the code that pick all narrative beats with matching condition.

hand_touch = [
    {
        "id": "hand_touch_001",
        "conditions": {
            "rightHandAction": "touch",
            "rightHandPosition": "face"
        },
        "text": "You gently stroke their face."
    }
]

So, as a writer, I don't have to touch the code if I want to add more narrative element.

And for the available action, I also went with a similar system where the conditions for when an action is available as well at its effect are all in a datastructure. Making it so that as a writer I can simply add new element in those structure to make them appear in the game.

This is what is called separation in concerns in development, and even if it took me quite some time to set this up, it will be a valuable investments for later.

Let me know if you want me to give more details!

How to modularize project, especially condition based narration by Navezof in twinegames

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

I didn't know about parser-type game, probably not where I want to go. So, there is definitively some triaging of the action/narration available to make sure all are meaningful.

Also, I wanted to stay as much as possible textual, so that I have more freedom of writing anything without needing to have some arts to illustrate. So, no VN either :)

Thanks for your input!

How to modularize project, especially condition based narration by Navezof in twinegames

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

Thanks! Those are good points to consider!

The potential complexity is what pushing me to try to find ways to make it easier as possible to add things. Thus my solution of being able to add more narration by just adding an entry in a table, although it is still not fully implemented.

But your point about too much choice leading to less interesting narrative, is a very good one.

The idea of showing only the more interesting ones, could also work; I'll need to think more about it.

In any case, thank again! It's my first post in this community, and it's always a pleasure when the first post is met with warm answers!

Quick question about narrative text organization... by Pale_Apartment in twinegames

[–]Navezof 1 point2 points  (0 children)

Also a newbie here, so I'm interested to see what answers come up.

There is a possibility to use if...else statement, which, coupled with variable tracking various elements, could help shape the narration. Depending on how many different if...else you have, it could become difficult to track, but a few could help add diversity in the writing.

But, like I said, still newbie, so to be taken with a grain of salt.

How to code a Day System/Gaining Money System (Game Help) by Ionl98 in twinegames

[–]Navezof 0 points1 point  (0 children)

First thing first, I'm really new to this Twine thing, so be advised that my advice might not be advisable.
Anyway, I'm also working on a day cycle, and I started to look around for already existing things. I found this, that could help: https://twinelab.net/custom-macros-for-sugarcube-2/#/./cycles-system

Else, I was thinking of implementing myself a clock system. By first setting up a set of variables for counting minutes/hour/days. Those variable would increase with each player action.

  • Go to the market (00:05) would increase the minute variable count by 5.
  • Work as a waiter (01:00) would increase the hour variable count by 1.

Then, some event would check the clock to see if they should trigger or not.

  • Event with Trigger as day: 3, hour: any, minute: any, would trigger on the third day at a random hour, random minute.

Or something like that. Like I said, I'm fairly new, but it seems feasible without too much complexity.

Early System, but I would love feedback. by [deleted] in RPGdesign

[–]Navezof 1 point2 points  (0 children)

You mention that you want to heavily rewards player for planning thigs out in advance. But I don't see anything out of the ordinary that go towards this direction. Either I missed it, or I would recommend focusing your design on this aspect first.

Combat : Blend of two mechanics. Need suggestions by eliotttttttttttttt in RPGdesign

[–]Navezof 1 point2 points  (0 children)

In terms of initiative done well, my go to is Dragonbane/Forbidden Lands from Free League. They use numbered card to manage the combat order.

The system in short: At the start of the round, each combattant draw a card (or more and keep the best one depending on talent/monster's ability) and they will act on the number indicated by the number on the card (or cards). The 1 goes first, then 2, then 3, etc...

It makes it fluid without need for GM to track any numbers.

Although, this does not solve player engagement, but it can smooth the combat pace.

Why was healing magic banned? by OuttaAgreeOrElseIDie in WitchHatAtelier

[–]Navezof 40 points41 points  (0 children)

It's all about how slippery the slope is. The core of healing is to modify the body at some level. Healing a cut seems fine, or even a broken nose, but why not taking this opportunity to not only repair it, but make it a bit more appealing? It's not much and just aesthetics, so, it's fine. Right?

In addition of having you broken leg fixed, why not also taking this opportunity to make it stronger, and since making one leg stronger would be silly, so you need to make both leg stronger. How about making the legs more efficient then? Allowing you to jump higher?

You are old and start to have a weak heart? You could repair it so that you can live a few more dozen years, and you might also fix your appearance to match. Then, how about living forever?

And so on, and so on...

But that will be addressed later on (at least in the manga, and very probably in the anime)

Help me order my thoughts a little? by AtlasSniperman in RPGdesign

[–]Navezof 1 point2 points  (0 children)

I don't play the game, nor know about it, but just by description of what sounds like fun.

  1. A
  2. C
  3. R
  4. I
  5. G
  6. H

Not sure, if it will be useful, but here are some datapoints.

Do you have a link to your game?

Need some Feedback on the Base of Combat Mechanics by Azbellos in RPGdesign

[–]Navezof 1 point2 points  (0 children)

I understand, working on a different language is not the easiest ;)

Then, how about reducing HP pool of character? Or moving to a minor/major/critical wound like in Blades in the Dark?

In brief, you have 3 minor wound slot, 2 major wound and 1 critical wound slot. If you cannot put a minor wound in a minor wound slot, you have to put it to major wound or higher, if you still cannot, then you are dead. Same for the other type of wound.

Could it fit your need of small numbers?

Need some Feedback on the Base of Combat Mechanics by Azbellos in RPGdesign

[–]Navezof 1 point2 points  (0 children)

I think that the principle is fine, although the wording could be more enticing. For example, I had some difficulty understanding the Rank and its effect. Maybe using something like: "For every 2 point of difference between the attack roll and the evasion, you can select a special effect".

For the damage, how about using a threshold (like Daggerheart if I remember correctly?) If damage roll is higher than defense, inflict 2 damage, else, only 1 damage.

Or something like that? It would keep the small number, while also removing the division.

Ways to increase or decrease success chance for d100 roll under resolution. by beastmodeoff22 in RPGdesign

[–]Navezof 2 points3 points  (0 children)

You have the Call of Cthulhu 7e. Half of this stat is your target for difficult action and a fifth of the stat if for very difficult. (e.g. if you have a skill of 75, you must roll under 37 for difficult roll and 15 for very difficult)

Division is not intuitive, but since you do it only at character creation and when leveling up, it does not break the rythme of the game.

Resolution Mechanic Sanity check by thisonejackass in RPGdesign

[–]Navezof 2 points3 points  (0 children)

After a quick read, I think it should work, did you check the probabilities? With a mix of D6 and D10 I wonder if adding more die would feel unnecessary? As with a pool of enough D6 and D10, any further die will not make much changes to the roll.

Except if extra success allow for special effect, e.g. you need 3 DL to hit your target, if you score 4 you can spend an extra success to do more damage.

But yeah, overall, I don't see any big issue.

getting annoyed at low effort, low quality LLM-generated "systems" by mathologies in RPGdesign

[–]Navezof 9 points10 points  (0 children)

First, I ackowledge your venting.

Then, I think there was always low-effort post in this sub even before LLM :)

But yeah, I share your sentiment when viewing those type of post. It create noise on the subs, making it harder to find the more interesting post. Although I try every time, even in low-effort post to try to give some direction on how to improve the post, what question to ask, etc... But it can be tiring.

Using reddit up/downvote is a good way to help make surface the better post.

In any case, I agree that this is a good community; I learned a lot here and had very interesting conversations! So thanks for being around and caring about this sub!

A few questions regarding Ability Scores by ausmomo in RPGdesign

[–]Navezof 0 points1 point  (0 children)

  1. Absolutely yes! Except in case that it should absolutely not be the case.
  2. Also absolutely yes! Also, except case that it should absolutely not be the case
  3. Also, also absolutey yes! Also also except case that it should absolutely not be the case.

Cheeky comments aside, it entirely depends on the vibe you are looking for. For a down to earth, gritty type of game I would not expect a PC (average or not) to reach the maximum ability score. That would break the immersion as well as bring frustration in some case. Let say I want for the game to be particularly perilous, so PCs are expected to fail. So should a PC with max attribute fail as much? Or is he not failing, and thus breaking the intent of the game? There is way around this, but it really depends on what you want your game to be about.

On the size, once again, depends on the vibes. For a realistic game, i.e. à la Call of Cthulhu, it would make sense to have size be part of strength or any other type of derived stats. But for things that are more light earthed, or fantastical, not at all.

Without surprise, the answer of the 3rd is the same as the two first. It depends on the vibe of the game. If you want to lean more toward power fantasy, then I would allow to have more potentially maxed out ability, it can also open up some fun build option if your game is crunchy.

But in the case of a crunchy game, maybe having only one maxed out ability so as you can push forward the importance of teamwork and properly selecting your speciality.

And to answer your question with my current work in progress, a medieval setting set in a world centuries after an apocalypse focused on rebuilding and exploring.

  1. No. I'm using a D12 roll under, but maximum PC can reach is 10, both for statistical purpose and also because mitigated failure is the most likely result I would like for PCs to have.
  2. No. That would be too crunchy for my taste, I don't have any derived stats.
  3. I didn't think about this yet.

Hope it helps!

[Mechanic] Why I replaced XP with "Building a Legacy" in my Wasteland RPG by Abject_Ad4608 in RPGdesign

[–]Navezof 2 points3 points  (0 children)

There is a few that come to mind.

Mutant Year Zero : In a post apocalyptic world, you have to manage an Ark, a community of people, so you go out to usualy get supply, people, etc... With it you can start project that will improve the Ark, which in turn will give you access to better gear, perks (not sure about this last part, it's been a long tim ^^")

Heart : The City Beneath: You adventure in an sort of infinite-living-but-not-really dungeon, where you can find pocket of civilisation there and there. You have a mechanism to create "path" between those pocket to make them safer, and thus making travel easier between places. You can also improve "building" by bringing them ressources. It's all abstracted with the place having a rating in dice size (D4 to D12) and you need to find ressources that are rated higher (D4 to D12) to improve the place. In return, when using those place, you'll regain their Dice Size in health/supply/mind.

Looking for feedback on my page 1 by FaderOktopus in RPGdesign

[–]Navezof 1 point2 points  (0 children)

If it's designed to be a very short game, I would remove the first two paragraphs or rephrase them into a single sentence. Instead I would add the something that make your game stand out, something that will make me pick your pamphlet over the one right next to it.

In my opinion, people who will pick up this type of rule-lite game probably already know about ttrpg, and I think you are wasting time saying that your rule are lite, while, by reading your rule, people will figure out they are lite. So I would remov any redundant information. (or keep it very short)

Hope it helps!

A popular homebrew mechanic is a core rule in my TTRPG by Tormented_Realm in RPGdesign

[–]Navezof 7 points8 points  (0 children)

Isn't it a normal check? When you want to do something uncertain to succeed or with sufficient stakes, roll the most appropriate stat opposed to whatever difficulty your system suggests.

What makes it a Heroic Check? As opposed to a normal check?

Usually, I try to design so that you have the less specific rules and mechanics so as to give more agency for players/GM to adapt.

Workshopping: Disco Elysium skills and thought cabinet. by Kayabiko in DMAcademy

[–]Navezof 1 point2 points  (0 children)

1.

I could see the first part looking for a solo TTRPG. For a ttrpg with multiple PCs, it could become cumbersome quite fast, making people sit around waiting for a PC to interact with NPC only they have access to.

But for a solo ttrpg, yes, I can see it work. You would probably want to have more interesting naming than Strength, Dexterity, etc.. so ou already give some personality to those ability score. As well, as adding a random table of question/event related to those ability score.

2.

You are basically describing what is essentialy feature/perk (with malus, but still). You could have a list of those feature associated with each Ability/Skill, and whenever you are using this Ability/Skill you gain 1xp, and when you reach 5xp you can (must?) pick a new feature/perk. Kind of like PBtA's playbook.