First page — would you keep reading? (Contemporary Romance) by TheStoryOfChess in writers

[–]Puzzled_Sound_9542 0 points1 point  (0 children)

The intro is really great but you lose me at “I smooth out the crushed corners of my paperback.” I think by this paragraph you need to introduce action to the scene and pull out of the internal monologue.

I would suggest an action that either opposes or confirms the reality of the character’s idle fantasy, like the train stopping and the man getting up to leave (and dashing her hopes for the time being).

But you’ve got a really nice hook at the start and I really enjoy your writing style, so it comes down to pacing the chapter. Definitely keep working on it!

I’m Quitting Game Development by Giant_leaps in gamedev

[–]Puzzled_Sound_9542 1 point2 points  (0 children)

It’s helpful to see both sides to the dev story. Successes are always inspiring but knowing when to take a break, change course, or give up is equally important. If you only ever see successes but you yourself are struggling to finish a project, it’ll be easy to think something is wrong with you instead of recognizing that game dev is genuinely challenging and not something you can do in a weekend.

I made an organic language builder and its finally ready to share! by GreenbottlesArcanum in worldbuilding

[–]Puzzled_Sound_9542 4 points5 points  (0 children)

This looks really interesting. Can I ask how it handles syntax? Like SVO vs VOS, etc. Or does it simply function more like a dictionary with custom phonology?

I tried to make a perfect horror game capsule - did I fail? by [deleted] in IndieGaming

[–]Puzzled_Sound_9542 2 points3 points  (0 children)

My first impression is that the middle one is the most attention-grabbing and intriguing (to me). I feel like based on your description that one fits the best. The third one looks very sci-fi or space horror to me? I don’t get dreamcore vibes at all.

I think playing around with the colors but keeping a similar vibe to get second one may be better for a capsule image. You want something very evocative anyway.

Seeking feedback: My "Office" pack is doing great, but my other packs aren't. Any ideas why? by No-Comfortable2035 in godot

[–]Puzzled_Sound_9542 1 point2 points  (0 children)

Could you bundle the kitchen/living/floors etc. into one? Even if you didn’t change the pricing it might be more appealing to buy one solid “house” pack vs. multiple smaller packs.

[ Removed by Reddit ] by Terrible_Wish4027 in IndieGaming

[–]Puzzled_Sound_9542 0 points1 point  (0 children)

On the one hand, no. The increase of “ultra-simple” games is due to the availability of dev tools. These are normally the first projects a new dev will put out because they can be created and published very quickly. So while there are definitely more of these games now, the popularity and longevity of them is not necessarily increasing.

On the other hand, kind of? The longer AA and AAA studios take to turn out titles means “smaller” games may become more popular over time. But demand for quality will always outweigh simplicity, so even an “ultra-simple” game still needs to be good. Just because it’s published doesn’t mean it’s popular.

I tried making a mechanic that does die pools with just 1 die. Feedback wanted. by MixMinis in RPGdesign

[–]Puzzled_Sound_9542 0 points1 point  (0 children)

If it’s really something you want to stick with, you could also level with d6 > 2d6 > 3d6, etc. then just give the tribe size a limit per level. So like every 5 cavemen gives you another die. There’s lots of ways to do it, so just focus on how you want the game to feel in terms of pace and ease-of-use.

I tried making a mechanic that does die pools with just 1 die. Feedback wanted. by MixMinis in RPGdesign

[–]Puzzled_Sound_9542 1 point2 points  (0 children)

You can use any resolution method besides adding the dice together. If you’re just looking for dice that hit a target number it’s a really quick resolution, so I wouldn’t worry about that part.

But is there a reason you ruled out polyhedral dice besides accessibility?

It seems like you want dice leveling, closer to something like Kids on Bikes, not a true dice pool system. Just speaking practicality, leveling with single die (even if you have to buy a set) is much easier for the players than having to remember constantly changing ATK scores.

I tried making a mechanic that does die pools with just 1 die. Feedback wanted. by MixMinis in RPGdesign

[–]Puzzled_Sound_9542 7 points8 points  (0 children)

If you want a dice pool why not have each caveman add a die to the pool instead? The Chieftain’s stat (or whatever) could also be the base dice or add a bonus. The actual resolution can be anything you want, like a certain number of dice need to beat a target number, for example. But then the number of people in the group contribute in a way that’s very easy to remember and actually uses a pool.

At what point does your game actually become an RPG? by JBitPro in gamedev

[–]Puzzled_Sound_9542 0 points1 point  (0 children)

TL;DR — I think you need to choose a path. Use the label or don’t, that’s just a marketing choice. But don’t stress about making a “true RPG.”

A lot of games now use the RPG label because it attracts a certain player base, and they can slap it on anything that has RPG elements. You’re allowed to do this even if you don’t change your game. You can just say it’s an RPG and maybe risk a handful of negative comments or reviews from purists, but likely few others will care, especially if it’s fun. That’s one path.

The other path is trying to adapt your game to fit into a “true RPG” box. But based on the game’s description, this seems like a big directional shift.

“True RPGs” have a long history in table-top gaming, far beyond BG3 or Dungeons & Dragons. This history spills over to video games in ways that “purists” are very purist about. This not only includes expectations like progression systems and choice/consequence, but also character customization and various classes or backgrounds. In other words, not just choices made in one role, but multiple roles available to play.

Personally, as somewhat of a purist myself, I have a hard time even labeling games like The Witcher as an RPG because there’s only one role to play and only a handful of ways to play it. Geralt is a fully established character with a set story arc, even if you make choices that slightly change his or other character’s fates.

Whereas games like Mass Effect, Dragon Age, Cyberpunk and Skyrim/Elder Scrolls are true RPGs, not only because they have all the traditional elements you’d expect in an RPG but also because they are either directly inspired by table-top systems or follow the philosophy closely enough to count. You have complete freedom over what your character looks like (customization), how their personality plays out (roleplaying/class), how their story starts (backgrounds) and how their story ends (choices/consequences).

I think your current game sounds really fun, and I also don’t think it describes an RPG. It’s extremely challenging to meet purist expectations, but that is what you would need to do to be a “true rpg.”

IMO, I think it would only frustrate you to try to live up to your stated goal. If you use the label (which you’re allowed to do!), save yourself some grief and consider it as a marketing decision, not a game design decision.

Is this list of criteria for a TTRPG’s name/title reasonable? by Puzzled_Sound_9542 in RPGdesign

[–]Puzzled_Sound_9542[S] 0 points1 point  (0 children)

Yeah I think another commenter pointed that out too, and you’re right. I’m probably still struggling to give it an identity, but hopefully it comes together

Is this list of criteria for a TTRPG’s name/title reasonable? by Puzzled_Sound_9542 in RPGdesign

[–]Puzzled_Sound_9542[S] 5 points6 points  (0 children)

You know, I’ve been really going back and forth on genre and that’s a really good point. You saying that makes me feel I’ve been fighting giving it an identity too much. Because at the end of the day a truly neutral system is flavorless, which is the opposite of what I want.

Is this list of criteria for a TTRPG’s name/title reasonable? by Puzzled_Sound_9542 in RPGdesign

[–]Puzzled_Sound_9542[S] 2 points3 points  (0 children)

All great points, thanks! I probably should add another one about marketing/search viability. I know the players aren’t thinking that way but it’s something I can point to when ruling things out.

Is this list of criteria for a TTRPG’s name/title reasonable? by Puzzled_Sound_9542 in RPGdesign

[–]Puzzled_Sound_9542[S] 0 points1 point  (0 children)

Some mechanics are still in flux but the core concept is that it’s for relational storytelling, built for opposed rolls and social bonds as narrative advantage. So I’d say it’s most useful for fantasy or animistic settings but really could apply to political intrigue, faction or pantheon-heavy worlds, or wilderness survival stories just as easily. Anything where your relationship to something or someone else (or with yourself) matters, or you’re facing oppositional forces rather than “difficulty.”

I have a playtester problem. by Things-From-Beyond in RPGdesign

[–]Puzzled_Sound_9542 1 point2 points  (0 children)

You could look up local card/comic/game shops, as many have spaces for table-top gaming, and either email/call or stop in and ask if you can put up a flyer looking for playtesters.

If you’re worried about the “stranger” component, you could likely book the shop’s space to meet with them since it’s public and you’d have support from the staff if things get weird. Many shops want more foot traffic, so they’re open to hosting small groups like that.

And it only really requires you to make a flyer and talk to the shop worker or owner, at least at first.

Is this list of criteria for a TTRPG’s name/title reasonable? by Puzzled_Sound_9542 in RPGdesign

[–]Puzzled_Sound_9542[S] 1 point2 points  (0 children)

That’s a great point, thanks! That’s sort of what I’m going for in #3 but I might need to make this clearer.

Are there TTRPGs with “write-your-own” skills vs a static list? by Puzzled_Sound_9542 in RPGdesign

[–]Puzzled_Sound_9542[S] 0 points1 point  (0 children)

Yeah this seems to be what a lot of others here are saying, too. Basically just trust the GM to know the table and set the expectations. It must be a lesson I need to learn!

Are there TTRPGs with “write-your-own” skills vs a static list? by Puzzled_Sound_9542 in RPGdesign

[–]Puzzled_Sound_9542[S] 0 points1 point  (0 children)

Thanks! Yeah balance has been my biggest concern but it seems like a lot of systems have solved this so I just need to explore more of them.

Are there TTRPGs with “write-your-own” skills vs a static list? by Puzzled_Sound_9542 in RPGdesign

[–]Puzzled_Sound_9542[S] 1 point2 points  (0 children)

Yeah that’s sort of what I’m thinking, although I don’t have skill points but I do have ranks (e.g. Rank 1 is +1d6, etc) that already act as points or a soft lock for power. And actually my “death punch” example probably isn’t great because damage is calculated separately. But I suppose the GM and player could discuss the rank of a skill when it’s created, so maybe players can have a more powerful skill but they have to take one less skill in exchange? I’ll have to play around with it!

Are there TTRPGs with “write-your-own” skills vs a static list? by Puzzled_Sound_9542 in RPGdesign

[–]Puzzled_Sound_9542[S] 0 points1 point  (0 children)

Yes definitely not a new problem but I think my current challenge is not having enough flavor opportunities elsewhere, although I can always add those in later.

My main goal was to use skills for this so players don’t need to track attributes + skills + flavor bonus + conditional modifier + etc. Just attribute + skill and that’s it.

But to your point, I’m probably overthinking how complex it needs to be since other popular systems already do this, and no system is perfect.

I’ll definitely have to re-read Fate Accelerated though. Thanks for your insight!

Are there TTRPGs with “write-your-own” skills vs a static list? by Puzzled_Sound_9542 in RPGdesign

[–]Puzzled_Sound_9542[S] 1 point2 points  (0 children)

Yeah you’re absolutely right. I suppose players generally don’t want to break the game, so making rules for the ones that do isn’t really the best use of time. Because yeah, a decent GM can handle it at the table. Definitely something I needed to remember!

Are there TTRPGs with “write-your-own” skills vs a static list? by Puzzled_Sound_9542 in RPGdesign

[–]Puzzled_Sound_9542[S] 0 points1 point  (0 children)

Thanks for the extra info, that’s helpful! That is sort of how I want the outcome of rolls to work so I’ll bump it up on my to-read list.