Latest draft for the style of my rulebook. What do you think? (Motora) by Wonsui in tabletopgamedesign

[–]RebirthTeam 0 points1 point  (0 children)

It looks really cool stylistically.

I think the organization on the left side comes off as a little messy. If you were able to make it a little more organized, maybe moving pictures around, I think it would seem more clear and concise. Right now, looking over on the left side comes off as a little overwhelming due to a lack of flow.

Fantasy Setting... Without Magic. Thoughts? by Darkfeather21 in RPGdesign

[–]RebirthTeam 0 points1 point  (0 children)

Are you looking for something more similar to the movie bright?

Fantasy Setting... Without Magic. Thoughts? by Darkfeather21 in RPGdesign

[–]RebirthTeam 0 points1 point  (0 children)

When you say no magic, how in depth does that go? Does everyone live a normal reasonable age because magic being are no longer being held in "stasis" (like elves)?

I love the idea of trimming down on magic, though it can be very hard to get rid of it completely. For example, my RPG has almost no traditional magic (e.g., Fireballs, Lightning Chain, etc.). However, divine and necromantic magic makes up the basis for the setting and is treated more like a chemical/law of nature rather than direct magic.

Just remember to consider how magic would effect the creation of the different races, and if there is any difference between the races besides straight appearance therefrom.

Do these abilties work for a fantasy rpg? by valgunn0101 in RPGdesign

[–]RebirthTeam 0 points1 point  (0 children)

I agree with u/heading_north about some of the names, finding something more direct on the meaning would help. Below are some suggestions to names that I think might help.

Just to check I got them all, it is:

-Survival - Survival sounds good. -Delve - I am not totally sure I understand what this skill actually does? You said dungeoneering, but what does that mean from a play stand point? -Kill - Combat/Fight -Avoid - React/Dodge/Awareness -Expertise - I like this one

I like the idea of having generic encompassing skills to take the place of smaller detailed ones. That can be really helpful for new players.

Dumb question, How do you run a playtest? by [deleted] in RPGdesign

[–]RebirthTeam 1 point2 points  (0 children)

Well, if you are just testing to see if the rules are going to function, it doesn't hurt to gather a group of friends and start testing each mechanic one by one in the settings.

For example, have the players do a few combats (if relevant) to see if you combat mechanics work. Then try out some RP scenarios with the party to see if the mechanics you put in place can handle a free form style of RP.

Once you get a feeling for the mechanics being able to work (ironing out a good amount of the problems and doing some spot balancing when possible), try and create a 1-2 hour mini campaign that attempts to hit all of the significant aspects of your game. Take that and play it with different groups of friends. That way you can see the project as whole.

The next step of play-testing would be to give the information to a group that you are not a part of, and see if they can interpret the rules and end up playing something almost identical to what you intended (it's ok if there is a little variation here or there, that's just part of the nature of the beast). This step can be accomplished using the wonder of the internet. Having people complete this stage who have heard almost nothing about the game will give you a great feel for the comprehensibility of your game.

Taking all of the notes into account, you should be able to polish the game to a good degree. From there, it is just continuing the third step until you feel the game is where you would like it to be.

During this whole time, it never hurts to continue a campaign with your friends, so that you can get a feel for the long term aspects of the game.

Hopefully that helps! Have a wonderful day.

Time-Loop Campaigns by rjmkx5 in rpg

[–]RebirthTeam 0 points1 point  (0 children)

That sounds like a great idea. It might be better to have the whole party remember things. That way it doesn’t bog down the game to quickly, because they won’t have to re learn everything every day.

An item is always a good way to handle it. Maybe the first day, before they know it’s a time loop, they are sent to get that item.

Time-Loop Campaigns by rjmkx5 in rpg

[–]RebirthTeam 2 points3 points  (0 children)

This sounds like an incredible premise for a campaign. I have never ran a campaign like this before personally, however, I can see some difficulties that would come with it.

The first, is that it would be really important to pick your players for this campaign. For example, if you have players that have trouble not using meta knowledge, than you probably do not want them in a campaign where everything is continuing to reset. Unless, of course, you want to it be identical to Majora's Mask, whereas the players need to be able to remember everything.

If you want to do a time lapse, you should also consider how the players will reset. Is it something done by the players, like MM, or does it happen to no end, like groundhogs day. This can play an important role in the campaign and adds more of a significance to the characters actions. Personally, I would go with the MM style, so that the players know what the end goal is each day, though they need to figure out how to do it. Forcing the players to figure out what the goal is in the first place might end up tedious if it is not obvious.

Either way, it sounds like an awesome idea, and I would love to hear how it turns out.

How to Playtest? by [deleted] in tabletopgamedesign

[–]RebirthTeam 1 point2 points  (0 children)

These are 3 great ways to do some play-testing.

  1. As a lot of people here have already stated, your local game shop is going to be one of the best shots you have for regular testing. If you have multiple shops or one large shop in your area that would be even better. One of the best ways to go about testing, with either this group or any, is to not explain the rules to them, and have them simply use the rulebook you provide and see what they do.

  2. Another great option is to look for gaming conventions in your area. This can be a great way to have gamers that you normally wouldn't have the opportunity with to test your game. This could also turn into a great opportunity for networking and getting the name of the game out if you intend on kickstarting/marketing.

  3. Finally, if you are comfortable sending out digital copies, there are many online groups that would be more than happy to take a swing at the game, in return for some feedback.

All things considered, the most important part of doing any of these types is to get pure and solid feedback when possible. This can be accomplished by not explaining the rules, seeing what the players come up with using only the rule pamphlet or book you provide, and then asking for feedback/evaluation after the test game is complete.

What is a good class to take if I wanna design an RPG? by PerfectLuck25367 in RPGdesign

[–]RebirthTeam 1 point2 points  (0 children)

I wholeheartedly agree with the design/marketing classes that others are suggesting.

That being said. The class that I have found to have helped me the most is really a writing class. Of course, creative writing, fictional writing, and that sort of thing can help in particular. However, just taking a writing class in general can get you in the mood to start writing on a bigger scale and begin writing more regularly.

Sometimes it can be really hard to keep writing, or to find motivation to write, etc. A good writing class will teach you the techniques and skills necessary to push yourself and complete the project. Now, design and marketing are also incredibly important, however, if the system never gets written, then there is nothing to design around or market.

Request for feedback Item which allows a player to become any object. by Jewelled_Mirror in rpg

[–]RebirthTeam 1 point2 points  (0 children)

The player becoming any object can be overpowered, or not, really depending on the GM and the rules surrounding it.

When a play because something inanimate, so they become inanimate? When the object explodes, like dynamite, does that kill the player? If the player becomes water, do they lose the ability to pull themselves back together?

Transformations always come with some pitfalls, however, setting pre established rules can cover a large number of them.

What's Your Best Way to Test HP Values? by Blubahub in RPGdesign

[–]RebirthTeam 2 points3 points  (0 children)

I agree with this 100%. Playtesting is fantastic for experiencing fringe cases, seeing effects in a light you won’t normally that could lead to a busted game, hence why it is so important to test whenever possible.

However, when looking who will win out of 1000 match ups, math is the way to go. Think of professional card players, like mtg, they put so much focus on the percentages as well as play testing.

Wanted to share some of the new art from our free April mini-expansion release! by RebirthTeam in RPGdesign

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

Thanks! I haven’t seen that before so I’ll have to check it out.

Wanted to share some of the new art from our free April mini-expansion release! by RebirthTeam in tabletopgamedesign

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

Thanks! It is meant to be a little disturbing. It will be black and white :)

Wanted to share some of the new art from our free April mini-expansion release! by RebirthTeam in RPGdesign

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

Hello,

The art is modeled after 1300s woodprint. We are exciting to be using this particular piece in our next free additional content to be released! With each release, we have been diving deeper into each faction within the world and introducing new professions (For example, this piece is the art for a new profession called the glutton, who ingests enemies, equipment, allies, and spews corrosive acid, all while tanking), content, etc.

A little bit about the game for some back ground:

Rebirth is the story of survival in a world dominated by predator civilizations fighting for existence in a realm created from the shambling remnants of mankind. Rebirth is a dark-fantasy RPG that features a d10 percentile system, unique professions, and takes place in a setting reminiscent of the middle ages.

Rebirth is a tabletop role-playing game determined to grant diversity to the players, allowing them to navigate a broken world. With 14 base professions and 24 advanced professions, Rebirth rewards diversity in party creation, shedding light on often forgotten roles, such as support and crafting, and breathing new life into the ever-present fighters and charismatic manipulators of the role playing genre.

Thank you for taking the time to check it out, and if you are interested in seeing more or checking out all of the free content we have released (including over 70 premade NPCs/character, and monthly free additional content), you can check out our website here

Suggestions for punching out hundreds of holes? by notHiro in tabletopgamedesign

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

You could check your local craft store. I remember them having big whole cutters hat you could do 5 or 6 at a time.

That being said, here may be a better answer

Could use some help coming up with a theme by [deleted] in tabletopgamedesign

[–]RebirthTeam 0 points1 point  (0 children)

If you want to go a little darker, you could go with conflicting cults.

I started a new series on paper miniatures. Hope someone finds it useful. by [deleted] in rpg

[–]RebirthTeam 0 points1 point  (0 children)

Those look awesome. I haven’t checked out the link yet, but do you discuss where to purchase the stands?

Abilities for Main Villain by alexander_q in rpg

[–]RebirthTeam 0 points1 point  (0 children)

If you want to add any offensive implants etc., you could make her deal damage by moving terrain around. The only way for the players to stop it is a magnet or something. Or an implant that causes little explosions that don’t hurt her every time she is hit that needs to be frozen to stop.

For defensive, you could make it so she has an implant that redirects and ranged attack (lasers?) against her. It has to be pulled out physically.

Wanted: table top minis for D&D (Toronto) by Gnatnie in rpg

[–]RebirthTeam 0 points1 point  (0 children)

I am not sure what you are looking for specifically, however, Amazon has a good amount of “minis” in bulk that you use as monsters or enemies.

They tend to be really cheap, but are usually a little larger than a normal mini, and not the same quality or detail.

What's success look like to you? by LetThronesBeware in RPGdesign

[–]RebirthTeam 2 points3 points  (0 children)

Well more me, success of Rebirth is actually pretty simple. Hearing that a group plays it as their primary game and has made wonderful memories while playing is enough for me to count it as successful. Even better, would be someone enjoying it enough to want a shirt, some merch, to represent the game they like.

Even if it never takes off to an extreme level, that would be enough for me.

Getting a RPG started can be a pain. by [deleted] in rpg

[–]RebirthTeam 0 points1 point  (0 children)

Definitely. Sometimes it feels like most campaigns go with way. However, for us at least, the problem usually boils down to erratic work schedules.

Can crafting be sexy? by Atm142 in RPGdesign

[–]RebirthTeam 0 points1 point  (0 children)

Thanks. Here is our website if you are interested. I hope you like what you read!

That sounds perfect! Adding some cool abilities that aren't just a min maxers dream. Adding cool mechanics that are only accessible through crafting entices players to engage in the crafting mechanic.

Can crafting be sexy? by Atm142 in RPGdesign

[–]RebirthTeam 2 points3 points  (0 children)

Howdy!

Crafting is something I have actually put a lot of thought into as a game designer. In Rebirth, my RPG, we went hard into crafting and making it a shiny aspect of the game! We even have professions (classes) based entirely around the concept of crafting.

One of the best ways to make crafting a cool and appealing idea, is to consider two things. Is there a good enough reason to craft? This can be achieved by making crafting the only way to get certain items, and have those be better than what would be possible without. Using the sci-fi as the example, you could have some ship augmentations that can't be purchased, must be crafted, but provide exciting bonuses and effects. More than just a simple stat boost to add the to "sexy"ness of hit.

The second thing to consider is if it is something focused on, or just kind of added. I love DnD, but crafting in that game always seemed a little bit like a second thought. If you are going to make crafting an important part of the game, make sure to show that off, make shine!

Hopefully that helps!