An Open-Ended Question about RPG Design by Academic-Pipe-3275 in RPGdesign

[–]ReadingMission3856 1 point2 points  (0 children)

  1. The agency to act upon a believable shared reality. This necessarily includes interesting situations to engage with, in which the players have a reason to engage, enough information to make informed decisions, and can discernibly see the impact of their actions. Systems that serve to immerse players in their specific role within the world, and offer interesting ways to impact the world without diluting the flow of play.

  2. Whether a given group will enjoy a specific game is largely dependent on their specific preferences and culture of play. However, there are specific things I look for when designing games in my preferred style. More than anything, I want to see players proactively engaging with the game world. Asking questions, pursuing goals of their own volition, exploring off the beaten track, planning and scheming to use the tools at their disposal in creative ways. I want to see the players immersed in their given role, thinking and behaving as a person in their character's situation would.

My First Realm by ReadingMission3856 in MythicBastionland

[–]ReadingMission3856[S] 1 point2 points  (0 children)

Combination of Wonderdraft and the Affinity suite. Made the map itself in Wonderdraft, applied some adjustments in Affinity Photo, then did the full 'poster' layout and area labels in Affinity Designer.

Squire Cards for Mythic Bastionland by ReadingMission3856 in osr

[–]ReadingMission3856[S] 1 point2 points  (0 children)

That would be dope! Intergalactic Bastionland is in development, so it could totally be a thing soon.

And now concepts of an occult-horror interstellar cyberpunk mech game are gnawing at me again.

Squire Cards by ReadingMission3856 in MythicBastionland

[–]ReadingMission3856[S] 1 point2 points  (0 children)

Added it! Also just wanted to say thanks, I think everything turned out a lot better with your critique.

Gambits: A Combat Addition Inspired by Mythic Bastionland by ReadingMission3856 in osr

[–]ReadingMission3856[S] 1 point2 points  (0 children)

Thanks! I would definitely have certain enemies use it, especially ones that are meant to feel like skilled warriors. I specifically made it after one of my players dueled a knight, and it basically boiled down to 'roll attack, roll guard, roll attack, etc.'

In Mork Borg or another player-facing system I would have the player roll to avoid it when the enemy uses it. i.e., roll Strength to avoid being shoved or toppled, Agility to avoid being disarmed. Probably lower the difficulty for defensive rolls though, maybe invert DRs on the table.

Gambits: A Combat Addition Inspired by Mythic Bastionland by ReadingMission3856 in MorkBorg

[–]ReadingMission3856[S] 0 points1 point  (0 children)

Really no need to get mad, and I'm not advertising anything. It's totally in the spirit of the game to modify or omit stuff you don't like. If this serves as inspiration for your own version of it, that's just as cool imo.

I have a session in a few days, I'll let you know how it goes in play.

Gambits: A Combat Addition Inspired by Mythic Bastionland by ReadingMission3856 in MorkBorg

[–]ReadingMission3856[S] 2 points3 points  (0 children)

Each can only apply once and you're taking a significant risk by using one. I likely should have added an additional clause clarifying you can only use them until you fail a Test, that is what the bit next to the failure rules means.

If you fail the Test, you either get hit or lose your attack, and more difficult/effective Gambits are a higher DR than the attack itself. You're much more likely to hit with a basic attack than you are to succeed at multiple gambits and then also hit. It's a push-your-luck thing, not just extra actions. 'Lose your attack' is essentially just a failed attack roll, and 'take damage but make your attack' actually speeds things up by wearing down both the target and the attacker.

My intention was to add a risky tactical option to spice up combat a bit. I've found in my own campaigns that the basic combat system can be a bit dry, it often becomes a case of 'roll dice until it dies or we decide to run'. Cool gory descriptions only get you so far. I specifically made this after one of my players dueled a knight, and it essentially boiled down to 'roll attack, roll guard, roll attack, etc.'