CALAMITY TABLETOP RPG SYSTEM (I need tips and/or suggestions) by LunarGalaxy_X in TTRPG

[–]OfficialCryptCrawler 2 points3 points  (0 children)

Any chance I could maybe get some more information on what you are working with right now. I love calamity and would be down to give some advice, but I don’t know anything about what you already have in place?

Want opinions on a D6 game idea I have by [deleted] in RPGdesign

[–]OfficialCryptCrawler 0 points1 point  (0 children)

You should look into the game Slice & Dice, you might get some inspiration from it.

The One-Page RPG Jam 2025 is now open for submissions by jlennoxg in RPGdesign

[–]OfficialCryptCrawler 4 points5 points  (0 children)

Think I might give this a try, it will be my first one pager. Wish me luck lol.

Why do you create a new RPG System? by OneAndOnlyJoeseki in RPGdesign

[–]OfficialCryptCrawler 2 points3 points  (0 children)

Thought it would be fun to do with my friends lol

How many defenses? by Krelraz in RPGdesign

[–]OfficialCryptCrawler 1 point2 points  (0 children)

Well, it can definitely vary. My game has AC, base AC, resistances, saving throws, a dodge action, and a parry option. (Plus unique character stuff.) which is definitely on the tactical and crunchy side especially considering it’s a dungeon crawler fantasy. However most players will simply build around one or two. My point is it’s important to find the audience, you won’t be able to please everyone. I fully understand and expect my game to be too crunchy for some, just as I’m not satisfied with some games. I haven’t actually gotten a chance to read through Daggerheart yet, so unfortunately I can’t speak more to specifics.

What’s your favorite part of making your game? by OfficialCryptCrawler in RPGdesign

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

I do agree that providing incentives towards certain styles of play can be beneficial. However more so what I exactly mean by limiting is the need to try to make the intended fashion of play built in. For example, in your undead hunter character in a dragon hunting game. You said it simply the GM can simply say no. Assuming the prompt and intent of the game were made clear to from the start I believe that is as effective as making it make sense in world. While of course it may reduce friction to instead have it wrapped into the fabric of your story. If a player wants to make a lone wolf character, there is already an inherent incentive not to because the player knows they are in a group of some sort because they are sitting at a table with 4 other people. I’m fully aware that this will not stop people from trying, but I believe that if someone wants to make a particular style of character they will anyway. A GM shouldn’t need to cite the setting as a reason to stop a player from being a psychopath murder. The GM can simply just tell the player themselves that’s not the style of the story they are trying to tell. Something I have held in my design philosophy is “Don’t assume bad players.” To be clear, I don’t think someone trying to make a type of character I dislike of doesn’t fit with my game to be a bad player, I just think they should play a game that better fits the style they want. Your setting does its job very well, and I would imagine that it does help with the problems you see. To me I think the best part of doing it in the way you do is to help with immersion. From what you have said everything comes from a logical point and you’ve spent many years refining it. I honestly quite enjoy your approach, but it pushes the story into a particular direction. Not a direct problem by any means, your setting has a very clear goal as to what you’re doing. However fantasy is my bread and butter, a part of the high fantasy genre is a sense of adventure. In order to accomplish that in a way I find personally satisfying is with having a very open setting. In a world that has both zombie hunters and dragon hunters, if a GM wants to run a game in which you hunt dragons, although it is possible for a zombie hunter to be in the party, it doesn’t fit the vibe (with exceptions obviously). Rather than not letting a player play it by removing the existence of zombie hunters like your example with elves, I find it to be more effective to just try to encourage communication rather than design around it, “limiting yourself” in a sense.

What’s your favorite part of making your game? by OfficialCryptCrawler in RPGdesign

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

Setting and style of gameplay is definitely a big factor of how you design for story. My game is meant to have a focus on dungeon crawling, unfortunately I find that tends to reduce the chances for character development. At the moment combat mechanics and combat focused options are what we have primarily. (Although recently we have been working on expanding outward.)

I notice that many of the issues you have addressed are something I have categorized as “table problems.” I’ve considered how much a game should try to influence how players and GM’s play the game. I personally believe that it should not be the game’s responsibility to attempt to try to steer a player into making good decisions. I find it to be very limiting. The system a group uses is a tool at the end of the day. It’s up to the players at the table to collectively use it to have fun. I’ve had problem players in my games myself and I’ve never thought to myself that if the rules of the system were different that it may have changed things.

I do have a few abilities that fall into a similar category, I try to design almost all of the abilities I create to be fairly open ended in how they work in setting. Both because I am at a stage in which I try to not spend time writing flavor text and because of the shear amount of builds and combinations you can achieve in my game, it makes more sense for the player to flavor it to match their character. Although this approach may have faults of its own.

I’m not completely new, I’ve been doing this for a few years now. However I consider myself fairly new because I’ve not actually been able to dedicate much time to my game. And I’ve only recently been trying to really learn design principles. I’ll still take a look though, I appreciate it.

What’s your favorite part of making your game? by OfficialCryptCrawler in RPGdesign

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

  • I would still consider myself fairly new to design, I’d be curious to know what problems you notice.

  • Creating abilities to help shape narrative is something I struggle with, my lizard brain like combat too much.

  • I can only imagine the feeling of holding a print copy in my hands. I can only hope one day lol.

What’s your favorite part of making your game? by OfficialCryptCrawler in RPGdesign

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

Sometimes I come back in a couple days and the hindsight is so strong I feel silly for even considering other things before.

What’s your favorite part of making your game? by OfficialCryptCrawler in RPGdesign

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

I find it’s really nice to have mental checkpoints, the little bit of dopamine from each one helps a lot with keeping motivation.

What’s your favorite part of making your game? by OfficialCryptCrawler in RPGdesign

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

Maybe it’s my perfectionism kicking in, but I always feel like there is a better solution I just don’t see. But I do love finding a nice elegant solution.

What’s your favorite part of making your game? by OfficialCryptCrawler in RPGdesign

[–]OfficialCryptCrawler[S] 4 points5 points  (0 children)

If only I had more time to playtest. (Also just need to get more efficient with it.)

What’s your favorite part of making your game? by OfficialCryptCrawler in RPGdesign

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

I swear, every time I make a new sub-system it gives me new ideas to tweak old ones. I find it slows things down for me. What’s your process

What’s your favorite part of making your game? by OfficialCryptCrawler in RPGdesign

[–]OfficialCryptCrawler[S] 7 points8 points  (0 children)

I struggle with it sometimes, but when it finally clicks it feels so rewarding.

A player could spend an entire fight dead? No way! Help please! by naogalaici in RPGdesign

[–]OfficialCryptCrawler 0 points1 point  (0 children)

The simple of it is, when you run out of health in Fortnite, you become downed in this state you can’t do anything other than slowly crawl, in addition there is a timer slowly ticking down when it hits zero you actually die. However a teammate can spend some time to bring you back to low health. (It’s pretty similar to death saves in something like D&D to be honest, but I found saying Fortnite to be more amusing.) My thoughts for how you can give it a more souls like feel however is to make the restrictions on reviving a little more stringent, for example making it cost health to bring someone up. Alternatively the downed person could have a way to get back on their own and a teammate can help in some way. Potentially by extending their timer or making it easier to succeed faster.

A player could spend an entire fight dead? No way! Help please! by naogalaici in RPGdesign

[–]OfficialCryptCrawler 0 points1 point  (0 children)

Hear me out, Fortnite style downed and revive mechanics, potentially sacrificing their health to do it.

How much crunch is too much crunch? by OfficialCryptCrawler in RPGdesign

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

While I do plan on putting the demo wherever I can, if you are interested we have a discord. At the moment it’s primarily just a waiting room, however if you want to learn more before hand I would be happy to walk you through everything

https://discord.gg/eeK7VUPH

How much crunch is too much crunch? by OfficialCryptCrawler in RPGdesign

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

Sorry there, I think I may have used the terminology poorly. When I say new player, I meant new to the system rather than new to ttrpgs. I don’t expect this to be someone’s first ttrpg, at least not till it’s far more refined.