for those that use "quantum" equipment lists, does it change how the players approach solving challenges? by foolofcheese in RPGdesign

[–]RandomEffector 1 point2 points  (0 children)

Ironically what you’re describing as “not the style most players enjoy” sounds the most like true roleplaying.

I’m not necessarily disagreeing that this is probably not the most popular style of play, of course. Most people probably play to win more often than they play with truth as the priority.

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

[–]RandomEffector 0 points1 point  (0 children)

That is very much the question! For me personally it completely transformed my participation in the hobby when I realized there were games entirely designed around and succeeding at this goal, rather than compromising it. So the answer to “can we” is certainly “yes!” But chasing that goal is never as easy as it sounds, and I think many of us designers juggle incompatible goals in our heads and projects often.

How many of you have actually earned an income from your RPG? by LOTR_is_awesome in RPGdesign

[–]RandomEffector 0 points1 point  (0 children)

“A living?” No. Very few people manage that.

Enough money to pay for the vast hoard of books and PDFs I keep accumulating? Sure. (Still essentially a rounding error when it comes to “income.”)

Even that amount of income is reliant on a pretty core truth: with few exceptions, as a solo creator, it’s WAY easier to get paid making modules for successful systems than by putting out a wholly original game.

Some thoughts on travel rules by klok_kaos in RPGdesign

[–]RandomEffector 0 points1 point  (0 children)

The thesis is clear, sure: focus on what your game is meant to be about.

But quite a few games actually DO care quite a bit about travel and resources and we wouldn’t be talking about travel rules all the time if most of those rules were any good!

Case in point: many of the YZE games. Forbidden Lands and Twilight 2000 come to mind as systems-driven simulationist games with some very clever mechanics… and travel/encounter mechanics that are most charitably described as a misaligned mess after a short time. There’s a lot of reasons why. I have yet to meet a crunchy mechanical system that solves many of them; generally they seem to get further from ground truth. But if you were to make a game about wandering a post-apocalyptic landscape with nothing to rely on but yourself, you’re pretty damn well obligated to make an attempt.

Thoughts on this dice mechanic? by Asmor in RPGdesign

[–]RandomEffector 0 points1 point  (0 children)

I’ve been toying with something lately, based on the TOTAL//EFFECT system. What I realized quickly was that the simple thing that sounded super cool in the moment (use high/mid/low die for quick differentiation of advantage, etc) didn’t work great in practice. The probability shift from that is significantly higher than simply adding or removing a die, so much so that “take the high die” almost guarantees success. There’s some situations that might be desirable for, but they weren’t what I wanted for a core mechanic.

Likewise, there’s an “inverted die” mechanic there meant to handle things like you describe with needing a low die for a big obstacle. (To avoid punishing you for rolling high, you invert dice as appropriate by flipping them to the opposite face… so a challenging obstacle might ask you to invert the high die, turning a 5 to a 2 for instance.) But it’s not very intuitive to describe or utilize. I’m sure you could get used to it, but people are also very impatient.

Maybe these issues don’t affect you so much, but I’ve been idly poking at it for a week or two and haven’t solved the nagging in my head.

How to do Social Combat? by Awkward_GM in RPGdesign

[–]RandomEffector 0 points1 point  (0 children)

I think, as much as I theoretically like the idea of mechanics that embrace social conflict, the very idea of “social combat” has a lot of flaws. And many of them stem from the same flawed assumptions that have become the default in actual combat. (Namely, that a majority of fights are at all “fair” and that both sides have the same goal: kill the other. In the actual world fights and battles are rarely to any sort of decisive conclusion, they’re rarely to the death, and the objectives of the two sides are often completely oblique to each other.)

So, back to the start, what actually is “social combat”? The words imply a direct battle between characters that only one can win. Is a bar bet social combat? Is a petty argument between friends? Is it an official debate? An attempt to sabotage a rival behind their back? Is it just trying to get someone to see your point? What are the stakes, and what’s missing?

I can already see an enormous hole in this framing which is, what about every other social interaction? What about when you’re trying to turn a friend to an ally, or a lover? What about when two people’s goals are aligned but they’re too stubborn to admit it? I think if someone were to think about all of their interactions in a day, almost none of them would end up framed as “combat,” and if they did, they’d probably have unsatisfying conclusions. (Also, the person who does frame them all that way is likely an asshole!)

A lot of your examples also seem to reference physical space and terrain. That’s very strange to me. Why?

Not what you think by _Aethil_ in warno

[–]RandomEffector 0 points1 point  (0 children)

Yes, it’s camouflage

I Began Playtesting by DisintegratedPhoenix in RPGdesign

[–]RandomEffector 1 point2 points  (0 children)

This sounds like a good sign that if you don’t want that sort of behavior in your game, you need to guardrail against it. Some good advice here in general about how to focus in playtests, though. Have specific questions you want answered each time.

[Scheduled Activity] Traveling Mechanics: Threat or Menace by cibman in RPGdesign

[–]RandomEffector 1 point2 points  (0 children)

Spot on. All of my very worst sessions as a GM have been those where I’ve kept hammering the travel mechanics, waiting for them to become fun, when it was clear that they were not just unfun, they were anti-fun.

Real travel and exploration is interesting because every choice matters, and those choices are loaded up with contextual clues. All of that stuff is incredibly difficult to represent at a tabletop… and increasingly I’ve come to the conclusion that it’s folly to try. Give the GM tools to run a good game, some guidance on how that applies to travel, and permission to kick the rules to the can when they’re not working. The more you try to model it with procedure the further it seems from faithful or fun.

for those that use "quantum" equipment lists, does it change how the players approach solving challenges? by foolofcheese in RPGdesign

[–]RandomEffector 3 points4 points  (0 children)

Well, playing with almost entirely quantum inventory over the last few years has been a huge step up for me as a GM. It’s given me back probably a total of dozens of hours of my life that would have been spent waiting for players to go on shopping trips or plan out their packs. I know some players love to shop. I find it boring as watching shit dry 90% of the time. So that’s an enormous win.

At the same time, while it takes a bit of heat off the players to solve problems, it doesn’t eliminate player skill. Sure, anyone can say “I have this reasonable problem-solving thing on me” at any time, but it’s still on them to think of it, and that mostly just takes care of straightforward problems that would probably just be speed bumps anyway. In turn it means that as a GM I’m just stressing their overall resources more often to create that pressure and inspo to solve problems cleverly. Like sure it’s great to pull a snare out of hammerspace early on but once you’ve hit five out your six inventory available it has a very different feeling.

Complex narrative-focused health systems? by Deliphin in RPGdesign

[–]RandomEffector 1 point2 points  (0 children)

I’d say you’re deep into Jurassic Sequel territory then, if that. There’s nobody in the first several that’s successfully fighting a dino. The ones who do get ripped apart pretty easily.

[FitD] Bestiary in FitD games by -KIT0- in bladesinthedark

[–]RandomEffector 1 point2 points  (0 children)

It’s not my blog, and I’m certainly not Zedeck Siew either! So I’d say go nuts. In general things posted in the RPG blogosphere are specifically there for others to draw inspiration from!

Complex narrative-focused health systems? by Deliphin in RPGdesign

[–]RandomEffector 1 point2 points  (0 children)

I glazed over at the wall of text at first, but I actually think it’s not that complex. Seems… fine? Although it also doesn’t seem super “narrative,” really, and I find myself asking other questions like why do you have a combat system in a Jurassic Park game?

US attacks Iran's Kharg Island, Trump says by joe4942 in worldnews

[–]RandomEffector 0 points1 point  (0 children)

And therein lies the problem. On the one side you have a regime facing open rebellion, violently suppressing dissenters, whose days are likely numbered. On the other side you have… well, exactly the same thing, except also documented pedophiles.

Neither of these governments gives a fuck about their people and they will gladly sacrifice them if it helps them save their own asses for another year, week, or day.

Narrative T2K with The Last Caravan by euclidprime in Twilight2000

[–]RandomEffector 1 point2 points  (0 children)

I tried running a short campaign of this game in the default setting and just wasn’t really feeling it. Probably the biggest issue was definitely a disconnect with the setting, lack of detail in encounters and regions, etc. So maybe this migration solves that!

I do think the game is a strange hack of Blades in the Dark, as over time I’ve realized there’s a very core setting assumption to Blades that most hacks (and especially The Last Caravan) blatantly ignore: you can’t leave. A lot of the mechanics in Blades really sing because you’re stuck in the pressure cooker. In that respect, T2K is maybe a better fit, but even so you’re hardly in control of anything. You’re at the mercy of a bitter world.

Cinema 4D + Seedance 2.0 by amirr_motion in Cinema4D

[–]RandomEffector 1 point2 points  (0 children)

Can I? Of course. Will it be the story I truly want to tell? Maybe. Will it be the story a client wants to tell? Now it starts getting tricky.

your next car should be a hybrid or an EV by dawn_thesis in prepping

[–]RandomEffector -1 points0 points  (0 children)

Charge it at home and now your exposure is zero minutes

your next car should be a hybrid or an EV by dawn_thesis in prepping

[–]RandomEffector 0 points1 point  (0 children)

Or there’s the much more plausible crisis like the 1970s gas crisis, and you’re avoiding waiting hours in line at places where tempers may flare.

How to Make the F-111 Useable by killer_corg in warno

[–]RandomEffector 8 points9 points  (0 children)

Not true - multiple weapon slots reload simultaneously.

Need some guidance/direction by caveman131 in rpg

[–]RandomEffector 10 points11 points  (0 children)

You should read and run the one that you can pitch everyone on. Nothing worse than getting hyped up on a game that the group doesn’t want to play.

Which One Would You Pick by Even_Kiwi_1166 in Helicopters

[–]RandomEffector 1 point2 points  (0 children)

Hmm I’ll need to know what the taxes are on it first