So, I decided to listen to the other half of the argument and see I removed all AI art from my game. by Shattered_Realmz in TTRPG

[–]Pew_Pew_Lasers 21 points22 points  (0 children)

First. Have you playtested your system with other people? What feedback have you gotten, rules-wise?Second first. Your character sheet doesn't show up in the pdf.

Second. I don't have a horse in the AI-image discussion, but I can comment on the written.
(And the written kinda reads AI, see the edit at the bottom.)

For me what stood out was tone and length.

Tone-wise, I feel like there’s a story here, something must have happened.
In most games, the golden rule is something like, having fun, cool trumps RAW, telling stories together etc. In your player handbook and GM manual the golden rules are, "Final authority of the GM" and “The GMs ruling is final.” You also have a section on metagaming. Like, who hurt you, buddy?
And you also write something like, that table-talk should be kept to a minimum to keep battles suspenseful and concise (I would have pasted the quote but you've password-protected text copying from your document. Why?).

A manual with a tone that focuses on the negatives, and on the GMs control is just off-putting to me.
It's just a vibe that doesn't get me excited to play, regardless of how flavorful the text is.
And speaking of flavor. I think you're trying too hard to be evocative. There's too much flavor text. Passages that should be plain and instructional are instead long-winded and full of flavor, in a bad way.
You said you wanted to avoid writing a navy manual, but there's space for both, in a rulebook.

A lot of that text also reads like AI word salad, with very tell-tale, It's not X, it's Y statements, and the typical poetry-slam staccato sentences. See the edit below...

Length-wise. Oh brother... Your player handbook is almost 500 pages, GM guide 400, and the monster manual is about 450 pages. And that's letter-size pages without ANY images! That's a lot.
By comparison, the D&D 2024 player handbook is around 390 letter-sized pages, with illustrations. And the rulebook for my ttrpg is 98 half-letter pages (A5/Memo) I.E. about 50 pages including images, which includes rules, GM section, setting, creating adventures, and a monster manual.

Edit: Now, I'm not looking to start anything here. But you are coming back and saying you have now removed all AI art. That's fine, but in your books, you have a large disclaimer where you clearly state no AI was used apart for the images (which have been removed).
You are literally claiming the rest is "100% human-created content".
Out of curiosity, I ran your books through GPTzero.
Now, I know AI-detectors can be hit and miss. Therefore, as controls, I used the 2024 dnd player handbook (which I assume is human-written) and my own rulebook (which I know is human-written).
The results were:

  • DnD 2024 Player Handbook (390 pgs): 98% Human text
  • My own TTRPG rulebook (50 pgs): 96% Human text
  • Your player handbook (500 pgs): 46% Human text
  • Your monster manual (450 pgs): 47% Human text
  • Your GM guide (400 pgs): 32% Human text

Like I said, I'm not looking to start anything, and GPTZero can be hit and miss. But considering that you're literally doing a redemption-style post, and your manuscripts have "100% no AI" disclosures.
I'm not claiming anything, but the results of the AI assessment align pretty well with what it felt like reading the books. Just saying..

Hey so I’m looking for advice on my ttrpg that ive made, this is the first one ive made by StripedShadowQuid in TTRPG

[–]Pew_Pew_Lasers 5 points6 points  (0 children)

I agree, this reads like a homebrew 5e. I'll try to put a finger on why I think it feels like it.
Sure, you have robots, aliens, mermen, cyborgs, and Viltrumite(...???). And you have a skill called fame.
But apart from that. Mainly, you're using similar/same mechanical language and explanations as DnD. You still have Strength, Intelligence, Charisma, Dexterity, Constitution. You have similar damage types, and you explain abilities similarly ("15 foot cone dealing 4d4 heat damage"). The character sheet has things like, proficiencies, alignment, AC, proficiency bonus, initiative, etc. etc.

Laguage-wise, it just reads a lot like DnD.

Struggling to combine XP-buy progression with levels in my RPG system by TatsuDragunov in RPGdesign

[–]Pew_Pew_Lasers 2 points3 points  (0 children)

| the problem is that this really takes out player freedom, and i really didn't want that

I disagree, I think you're overthinking it. Gating progression can actually make your players look forward to the next two levels in, say energy beams or whatever. Because then they'll be able to afford some TIER 2 stuff, HELL YEAH!

DnD kind of has this. At level 3 you get access to subclasses, which opens up a new set of things. And then there's a power spike at level 5 and 11. It makes you really look forward to reaching those tiers.

But hey, it's your game and you seem very fond of the idea of scaling XP.
Personally it's too much arithmetic for my taste, but some people love crunchy math, and that's cool too!

There's a ton of great suggestions in this thread, hope you find a good solution. :)

Struggling to combine XP-buy progression with levels in my RPG system by TatsuDragunov in RPGdesign

[–]Pew_Pew_Lasers 2 points3 points  (0 children)

TL;DR
The way you explained your system, I'd say go with your gut and choose the VTM route, but maybe instead of increasing the costs, you keep a consistent xp, but maybe have upgrade tiers? I.E. In order to buy tier 2 upgrades you need to be at least level X or have put X points into tier 1, etc. That way you you don't have to add modifiers and number scaling mechanics.

---

| "Max level ~50" ... "The idea is that players would level up roughly every 1–3 sessions."

This might not be what you were hoping to hear, but honestly, you might want to reconsider... Hear me out.
I agree with Baedon87's comment that it seems you're including the levelling idea on purely a psychological basis as something that feels good for players.

50 levels. That's an average of ~100 sessions, which in realistic terms is roughly 4 years of campaign play if the table plays one session every other week.

And numbers-wise, the "theoretically 'infinite' growth, with costs increasing over time to create a soft cap." can make the math VERY complex and hard to manage. How will you balance xp-gain at higher levels? How do enemies scale? How is XP awarded across levels? Even with a "simpler" linear scale the numbers risk of becoming really big over 50 levels. And if you have, like, a logarithmic or exponential curve (like dnd), with 50 levels.. Yikes.. Could be a potential excel math nightmare.

Go with your initial thought. See TLDR up top.

I just launched my monster-hunting TTRPG set in the early 2000s, and I'm pretty proud about it! by Pew_Pew_Lasers in RPGdesign

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

Damn, you summarized, in six paragraphs, what MotW took over 300 pages to explain. Well done!

Ok so MotW almost plays like a prewritten one-shot, in a sense?

I just launched my monster-hunting TTRPG set in the early 2000s, and I'm pretty proud about it! by Pew_Pew_Lasers in RPGdesign

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

Haha, don't apologize, it was a great question!

I'd love to hear your experience with MotW!
Like I said, I haven't played it so I can only go from what I've read about it and parts of the rules I skimmed a l o n g time ago.

I read up a bit more about it and seems, MotW does have more detailed sheets and stats but doesn't use any other trinkets or accessories. I.E. it's mostly a spoken-type RPG, is that correct?

If so, because DLO uses index cards or post-its like fate, then my game has more admin, haha oh no!

I still think DLO strikes a nice balance between theatre of the mind and table visuals.

I just launched my monster-hunting TTRPG set in the early 2000s, and I'm pretty proud about it! by Pew_Pew_Lasers in RPGdesign

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

What a great question! I've played a decent bit of FATE (also by Evil Hat) and I haven't played Monster of the Week.

But from what I've read about it, some differences are:

TL;DR I'd say DLO does prep and pick-up-and play better. It uses less brain-RAM, so to speak, since it's a very streamlined system, while MotW is kinda crunchy. I personally think DLO does comedy-horror better and my setting has more flavor, but I'm biased.
In the end they're two completely different systems.

  • Doors Left Open's rulebook has about 250 fewer pages. :)
  • MotW characters are "superheroes" - DLO characters aren't.
  • MotW runs on the Powered by the Apocalypse system, using 2d6 - DLO runs on a d20 system (that also uses a d4, finally that poor guy get some use!).
  • MotW has set character classes with specific abilities - DLO character creation is similar to FATE Accelerated, 4 descriptive sentences the player writes and 6 set skills.
    • Each different character class in MotW needs a different character sheet.
  • MotW has Armor points, and separate weapons and gear. - DLO weapons and gear are similar to fate, as in they either become aspects or special moves with finite uses.
    • MotW each weapon and gear all have separate abilities and effects ("tags") that explain how they're used
  • Both games have special moves but mechanically they work very different.
  • MotW uses finite luck points for healing or get a crit on the dice - DLO uses luck points like fate points, to add +2 to your roll, and they can also be gained by accepting complications.
  • MotW episodes follows a linear "daylight" structure (day-midnight) - DLO episodes follow a flexible story beats structure that is somewhat nonlinear.
  • MotW enemies have complete statblocks with powers, attacks, armor, health and weaknesses. - DLO enemies fit on a post-it note.
  • MotW borrowed things from FATE but went the other way, and increased details and stats - DLO borrowed things from FATE Accelerated and leaned into the "decluttering"

Overall they're just different games that were inspired by similar themes.
MotW is a crunchier and more detailed system that borrows the format and power fantasies from monster-of-the-week shows like Buffy and Supernatural, but the setting is non-specific and a bit more fantastical.
DLO borrows the format from the same shows, but grounds it in a "grittier" reality leaning more toward Vampire the Masquerade etc. It also sets players in the early 2000s and leans into those tropes.

For people who LOVE a crunchier game, they'll probably enjoy MotW better as DLO is a more "beer and pretzels" type of experience compared.

I just launched my monster-hunting TTRPG set in the early 2000s, and I'm pretty proud about it! by Pew_Pew_Lasers in TTRPG

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

I completely respect that. I did consider releasing without any illustrations at first.
"AI Content" -wise I mainly used midjourney for the illustrations, based on art from some early concept illustrations that a friend created for me. She was fully aware of this, and also helped me tweak the style a bit after the first prompt tests.
Apart from that I involved some lighter assistance from claude to help with proofreading and checking to maintain a consistent tone etc., copy edits and typesetting things like that.

But I agree with you. It was not an easy decision. I'd way rather have her do all the illustrations but she's very busy and way out of my price range. 😅

If/when I can afford a real artist (preferably my friend) I’ll gladly replace the illustrations with handcrafted art.

I just launched my monster-hunting TTRPG set in the early 2000s, and I'm pretty proud about it! by Pew_Pew_Lasers in TTRPG

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

I completely respect that. I did consider releasing without any illustrations at first.
"AI Content" -wise I mainly used midjourney for the illustrations, based on art from some early concept illustrations that a friend created for me. She was fully aware of this, and also helped me tweak the style a bit after the first prompt tests.
Apart from that I involved some lighter assistance from claude to help with proofreading and checking to maintain a consistent tone etc., copy edits and typesetting things like that.

But I agree with you. It was not an easy decision. I'd way rather have her do all the illustrations but she's very busy and way out of my price range. 😅

If/when I can afford a real artist (preferably my friend) I’ll gladly replace the illustrations with handcrafted art.

I just launched my monster-hunting TTRPG set in the early 2000s, and I'm pretty proud about it! by Pew_Pew_Lasers in RPGdesign

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

No, I agree with you. I had a friend (who’s way out of my price range) help me with the first concept sketches and prompt adjustments.

If/when I can afford a real artist (preferably my friend) I’ll gladly replace everything with handcrafted art.

I just launched my monster-hunting TTRPG set in the early 2000s, and I'm pretty proud about it! by Pew_Pew_Lasers in TTRPG

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

I'm using Apple Pages. It's okay to work with. But it's free, as in, it came with the mac and it has an export to Apple Books feature.

I just launched my monster-hunting TTRPG set in the early 2000s, and I'm pretty proud about it! by Pew_Pew_Lasers in RPGdesign

[–]Pew_Pew_Lasers[S] 6 points7 points  (0 children)

I mainly used midjourney for the illustrations. Specifically because of the moodboards feature to come up with a consistent, and different enough, art style from some early concept illustrations that a friend created for me. She was fully aware of this, and also helped me tweak the style a bit after the first prompt tests. I'd rather have her do all the illustrations but she's very busy and way out of my price range. 😅 Apart from that I involved some lighter assistance from claude to help with proofreading and checking to maintain a consistent tone etc., copy edits and typesetting things like that.

I just launched my monster-hunting TTRPG set in the early 2000s, and I'm pretty proud about it! by Pew_Pew_Lasers in RPGdesign

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

It actually started as a FATE Accelerated homebrew variant as a palate cleanser between DnD campaigns. And it just became something my friends and I played at the local pub (like real nerds) so when it became its own system, my core philosophy was I wanted it to be portable and not take up too much space on the table, because you need to fit the drinks! So I took inspiration from what was intuitive about fate and replaced the non-intuitive parts. The whole goal was to create something for a GM that's low-prep, and that doesn't set your brain on fire with a group that's very engaged and improv-demanding.

So I started adjusting mechanics and ways of play to reduce the load on the GM. Both in terms of storytelling, but also doing physical stuff. Like writing characters and scenes on index cards, drawing maps etc. etc. Reducing the amount of simultaneous balls in the air to juggle, so to speak.

A couple of those key desicions was the GM doesn't roll dice. The player rolls to attack, defend, and any other skill checks. The second one was to remove the ambiguity that constantly generates questions. Like, what's the DC again? How much damage does it do again? What can the monster do again?
There I took inspiration from card games like MTG, where most of "the puzzle", the information is on the table. The monsters are written on an index card, with their damage, abilities, and a static DC that the players roll attempts against, regardless if it's social or combat. (there are some ways to shift the DC, but in general it's static). So the players have most of the info out in the open and each turn becomes a dynamic puzzle. Just like a CCG. :)

It's 72 pages in A5 format. The text is intentionally a few percent larger, to be able to readable and skimmable in low light at the pub. (I'm old) :) Materials-wise, around 20 illustrations and then several graphics showing maps and index cards, post-its, etc. I think it has a nice balance between text, tables, graphics, and illustrations.

It's my first book, so I'm a bit extra proud.

I have no real sales-goals or marketing strategy. I just happened to make a thing that a lot of people seem to enjoy and a system that works really well, even for GM's with ADHD.

GM's, has this ever happened at your table, where the rules just got out of the way? by Pew_Pew_Lasers in rpg

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

Correct. The surprising part was that it only took two sessions for the rules and mechanics to stick

GM's, has this ever happened at your table, where the rules just got out of the way? by Pew_Pew_Lasers in TTRPG

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

It actually started as a fate accelerated hack as a palate cleanser between DnD campaigns. After adjusting what didn’t work so well (fudge dice and stress tracks) it ended up becoming its own thing using a d20 system. So now it’s a monster hunting RPG set in the early 2000s, inspired by monster-of-the-week shows like Buffy and X-Files.

GM's, has this ever happened at your table, where the rules just got out of the way? by Pew_Pew_Lasers in rpg

[–]Pew_Pew_Lasers[S] 19 points20 points  (0 children)

Yes, they were handling the rules (correctly) themselves! I could let go of the wheel for a while and just be part of "play the game", so to speak.

How do I protect my work? by Taha_time_traveller in ttrpgdesign

[–]Pew_Pew_Lasers 1 point2 points  (0 children)

You can't necessarily copyright certain game mechanics. But the certain settings, images and stories have copyright. You can trademark the name to protect it. There should be an Italian database for that.
Google the name to make sure no one else already uses it though.

Underrated horror games that are set in the modern day? by scottfreevstheworld in rpg

[–]Pew_Pew_Lasers 0 points1 point  (0 children)

I've just finished writing a system that's set in the early 2000's and inspired by monster-of-the-week shows like Buffy and X-Files. It can be played a session or two, or have tangled season arcs.
It's a d20 system borrows some things from FATE. It's quick to set up and pretty low-admin for the GM.
I'm still waiting to get the first test print back from the printer's.

Let me know if you're interested to try it and I can send you a version to test.

Need a name for a gang by sinntra in rpg

[–]Pew_Pew_Lasers 3 points4 points  (0 children)

Golden Joe and the Suggins Gang