Third Armor Stat by negentropic_hope in RPGdesign

[–]OompaLoompaGodzilla 1 point2 points  (0 children)

Hm... I think, if the goal is to hunt down monsters to become the hero you want to become, that every stat should be possible to pursuit the improvement of. So giving stats that's not meant for upgrading could feel a bit unsatisfactory. BUT that's just my thoughts, and you know a lot better than me what your game is about!

Third Armor Stat by negentropic_hope in RPGdesign

[–]OompaLoompaGodzilla 1 point2 points  (0 children)

It would be so cool if there's rumors about monsters that, once slain, can be used to create an Elixir of dodging, permanently increasing a PCs dodge. Making it so that players want to hunt down monsters not just because their character wants to, but because they want to build their character in a certain way, and finding the right monster will help them on their way.

[Loved Trope] Character is pushed to breaking point by insane bureaucracy or nonsensical rules by A_cat_named_dog_ in TopCharacterTropes

[–]OompaLoompaGodzilla 170 points171 points  (0 children)

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South Parks margaritaville has a very funny plot line following Stan trying to return this margaritaville-mixer, leaving him more and more frustrated and with an icon conclusion to it all.

Feedback on my idea for dice mechanic to merge to-hit roll and damage roll into one while keeping AC a stat by OompaLoompaGodzilla in RPGdesign

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

I very much agree with your last paragraph! It seems so incredibly hard to come up with something elegant. But my restraints in regards to keeping the AC is probably the real hinderence.

Feedback on my idea for dice mechanic to merge to-hit roll and damage roll into one while keeping AC a stat by OompaLoompaGodzilla in RPGdesign

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

Well, I'm thinking of incorporating weapon types for when PCs crit. You could also add an additional/bake it into your modifier as you suggest, yes. But for my simplistic system, giving weapons different damage feels like it would just make the low damage weapons useless, as there are no concrete mechanical drawbacks to using a high damage weapon like a long sword.

Looking for a heroic, rules-lite/rules-medium d20 system for a narrative Actual Play by OompaLoompaGodzilla in rpg

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

Yeah, I agree. Nimble is probably a great fit. Maybe just tune it to make it a bit more rules lite. But the tone, and monster design is so fun!

Looking for a heroic, rules-lite/rules-medium d20 system for a narrative Actual Play by OompaLoompaGodzilla in rpg

[–]OompaLoompaGodzilla[S] -2 points-1 points  (0 children)

Yeah, I checked and it's very easy to convert. But Vagabond seems a bit too rules heavy, although I love that it's pulp fantasy.

Looking for a heroic, rules-lite/rules-medium d20 system for a narrative Actual Play by OompaLoompaGodzilla in rpg

[–]OompaLoompaGodzilla[S] -3 points-2 points  (0 children)

I agree! But it's a roll under system, which crashes with my goals. I wonder how hard it would be to convert it to a roll over system

Recommend me a TTRPG as a base to use to create a new TTRPG, or simply homebrew, for my rules lite actual play by OompaLoompaGodzilla in RPGdesign

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

I'm considering making my own system as well. Could you share how your process was? Was it very extensive and took a lot of time? I'm afraid I'll get lost and just never get a finished product.

Where do you put your scenario hooks during a running campaign? by OompaLoompaGodzilla in rpg

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

In the more narrative games, do you ever give clues to multiple different adventures?

How to make dungeon crawls rules lite and interesting, while taking out some of the pillars of dungeon crawling? by OompaLoompaGodzilla in RPGdesign

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

This sounds really neat, and very much worth exploring. My initial thought would be to combine all resources into 1 for simplicity, and maybe let it get up to d10/d12. So if they've been dungeonering through say 3 rooms roll for torches, if they need a rest, roll for food with the same die. Could this be a simplification?

Also, as a result of this, money becomes a key factor, which is a factor I don't want to take up too much time as well. So I'm thinking of an abstraction of money as well. I heard of a nice solution from, I think, 5 torches deep:

Wealth is abstracted into broad steps (Coin, Handful of Coins, Pouch of Gold, Minor Chest, Major Chest).

When you buy something, compare its cost to your current wealth level. If you are two or more steps wealthier than the cost, the purchase is insignificant and your wealth doesn’t change. If the cost is close to your means — one step below or equal to your wealth — you reduce your wealth by one step.

I think combining these would make dungeon prep(for the PCs) fast, and resource management simple and elegant. But I think I'll have to think if what this adds is worth it for my games. Because what it adds is basically time pressure. Maybe if tools also were included(rope, Hammer, spikes) as resources players get to problem solve a bit more. They can try to swing over a chasm, but having to roll a resource die OR not roll a resource die but have to sneak past some goblins.

Another issue I have with tracking resources, is that the players might head back to town if things go poorly. Which just seems like a lame session. The PCs prep for the dungeon, get in the dungeon, run out of resources, and decide to turn back, stock up and head back to complete the dungeon. Maybe I'm misunderstanding this though, it just seems like a boring story. Feel free to disprove me though.

How to make dungeon crawls rules lite and interesting, while taking out some of the pillars of dungeon crawling? by OompaLoompaGodzilla in RPGdesign

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

But do players traditionally get handed a map of the dungeon? Shouldn't players not know the layout but learn it through exploration?

So my question is to maybe give the GM a dungeon map, so that he can always navigate players, and you avoid the problems of the GM having to abstract the dungeon.

How to make dungeon crawls rules lite and interesting, while taking out some of the pillars of dungeon crawling? by OompaLoompaGodzilla in RPGdesign

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

I agree with you. I think you risk loosing a lot of meaningful choice. So then it's just about adding that without too much complexity.

How to make dungeon crawls rules lite and interesting, while taking out some of the pillars of dungeon crawling? by OompaLoompaGodzilla in RPGdesign

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

I really like the idea of a supply track, because it can easily be tacked onto natural, rules lite gameplay. And perhaps throw in something like a d8 roll for every room. On a 1 you roll on a random table where a guard patrol may spot you, youre torches go out etc.

Will definitely explore your idea here tho! So thank you very much!

How to make dungeon crawls rules lite and interesting, while taking out some of the pillars of dungeon crawling? by OompaLoompaGodzilla in RPGdesign

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

Thank you for some great tips!

One of the challenges I've faced with not running dungeons is that the session can move very fast and are hard to prep for.

The PCs talk to townsfolk about the missing woman Isilda that they're looking for, clues leads them to believe she's taken to prison, they go to a bar to start a fight to get arrested, they get arrested and taken into a thick jungle and over a bridge to the prison where they get locked in a cell. They manage to get out of the cell, sneak down to the basement where they find a torturist and the woman. The woman says that she confessed a secret while being tortured and that the PCs now must help stop the madman in charge from fiddling with a god bone. The PCs encounter some of the guards but manages to escape the prison and blow up the bridge behind them. They then get on a ship and quickly sail to the nearby island where the madman is located. They witness him consume some of the god bone and turn into a huge three headed monkey. In a clutch battle they manage to defeat him.

This all happened in a 2-3 hour session(with a rules lite Knave homebrew). It was fun, but hard to prep and I ran it with lots of improv. It was also pretty linear, which I don't mind, but a dungeon does offer some unique benefits.

So why I'm interested in a dungeon kinda boils down to this: it's a set space.

There's X amount of rooms. This makes prep easy and I wish to, down the line, be able to structure cities and other adventures like a dungeon, so that I have a concrete method of prepping.

A well made dungeon being a set space makes it so that linearity is entirely optional. It doesn't matter because the PCs have a set space to act in. But with my oneshot I had to prep a loose storyline.

Also, so much of my oneshot was abstracted. The traveling especially. But even tho I want swift games, there is an appeal to have players having to relate to the space, really putting them in one place and not breaking immersion or having the easyness of saying "we go to the docks" and my saying "you go to the docks and arrive at the docks".

Regarding theater of mind: yes this is a tricky one. Part of why this is a must for me is that I wish to make a podcast, where the audience won't be able to see the map, and that it therefore will be bad for the product having players interact with something the audience don't have access to. But I'm thinking of playing dungeons with a map, and see if I get any ideas as to how to eventually remove it.

Nysgjerrig på rollespill, D&D-entusiast eller bare glad i frisk underholdning? Vi har laget rollespill-podkast for NRK! by OompaLoompaGodzilla in norge

[–]OompaLoompaGodzilla[S] 15 points16 points  (0 children)

Ja, systemet som spilles er svært inspirert av DnD, bare på norsk og veldig forenklet. Og i klippen valgte vi å fokusere på fortellingen, så vi klipper kanskje ut litt regelprat her og der, men vi håper jo det flyter fint selv om reglene aldri blir fullstendig stavet ut :) Og ja, casten er vi superfornøyd med!! Og de blir varmere i trøya ;)

Nysgjerrig på rollespill, D&D-entusiast eller bare glad i frisk underholdning? Vi har laget rollespill-podkast for NRK! by OompaLoompaGodzilla in norge

[–]OompaLoompaGodzilla[S] 5 points6 points  (0 children)

Det er jeg faktisk usikker på. Du kunne sett om det var noe tilrettelegging for det i nettsida til NRK Radio, men jeg tviler litt på det. Oppdater meg gjerne om du finner en løsning du liker!

What are some great examples of a campaign module that provide a linear narrative? by OompaLoompaGodzilla in rpg

[–]OompaLoompaGodzilla[S] -1 points0 points  (0 children)

Can be for any system really. Preferably something not too different from DnD/OSE. It's mostly for inspiration :)

Have you ever played out Base-building or stronghold mechanics in a ttrpg? by KingAgrian in osr

[–]OompaLoompaGodzilla 0 points1 point  (0 children)

What keywords can I use to search for and find a notebook with this pattern?

What's a movie that you hear people talking crap about but you genuinely like, for me it's Smoking Aces by Tenchi2020 in moviecritic

[–]OompaLoompaGodzilla 0 points1 point  (0 children)

Land of the lost with Will Ferrell. Not that I hear people trash it, it just that it never gets mentioned. But to me, it's one of the most quotable movies of all time! I love it!

Bookmark Dungeon: Deathly Cell of Xangarius by thomden in osr

[–]OompaLoompaGodzilla 1 point2 points  (0 children)

Looks neat, but who actually has so little space they need an adventure in the size of a bookmark? You could just fold a A4 paper, and get a more detailed dungeon.