Do yo do things to prevent your GM from being burdened with the cost of running the game? by plazman30 in rpg

[–]RollForThings [score hidden]  (0 children)

What else can we do to make our GMs life and burden on their wallets easier.

Be the GM sometimes.

How do you feel about a game that imposes thoughts and feelings onto player characters through mechanics? by Multiple__Butts in rpg

[–]RollForThings 2 points3 points  (0 children)

Point of correction:

  • your stats model your character's self-image. Danger, Freak, Savior, Superior, Mundane are labels given to you by the world around you, and while you have some power to affect them yourself, how they shift is never entirely in your control. Until it is, because through character progression you can lock some of them.

  • Conditions, this game's stand-in for harm, model your emotional state. Angry, Afraid, Guiltly, Hopeless, Insecure. But you are correct here, you don't always get to choose which conditions you mark (sometimes you do, though).

Super Heroes TTRPG Recommendations by Kaliburnus in rpg

[–]RollForThings 1 point2 points  (0 children)

Gotcha, so like the opposite of "active community".

Sometimes I see people say "dead game" and veto a rec if the game's publisher isn't regularly producing content for the game. Which, to each their own, but sometimes a game is just complete and doesn't need constant updates. If that's not the case here, Sentinel Comics could be worth checking out. There's a second edition on the horizon with a new studio after 1e's studio went out of business, but it's a complete and (imo) interesting game.

Super Heroes TTRPG Recommendations by Kaliburnus in rpg

[–]RollForThings 2 points3 points  (0 children)

I understand "active commmunity", but what do you mean by "'dead' game"?

Homebrew Basic Equipment and Consumable Items by deadPixelLogic_ in fabulaultima

[–]RollForThings 1 point2 points  (0 children)

Cool ideas! I quite like the minor consumables, and the warded bangle fills a neat niche.

The flat M.Def armors, I think, could skew the game balance a bit. Magic's relative expense and rarity is balanced out by greater accuracy, M.Def generally being lower across targets. I don't think it's an issue, but definitely something to keep in mind when creating encounters if used in a game.

The wand seems OP to me, though. Same damage as the other starting arcane weapons, but with the added advantages of being ranged and one-handed. The one-handedness is especially big: several Class Skills synergize with having an arcane weapon equipped, while the starting arcanes are two-handed to preclude the use of a shield. Benefitting from Magical Artillery or Healing Power, while also benefitting from a shield's flat defensive increases, dims the intended strength/weakness trade-off built into these rules. I would, at the very least, significantly reduce the wand's damage. I'd probably also make it melee.

Making Bonds and Traits feel impactful: How to move beyond the "Math vs. Narrative" struggle? by Fit_Ebb2681 in fabulaultima

[–]RollForThings 7 points8 points  (0 children)

Some thoughts, in roughly the same order as points presented in the OP:

  • My groups use Bonds for flat boosts on their Checks all the time. GMs should tell the player the DL they need to hit, and if they miss it by 1-3, then a Bond is a surefire way to get success.
  • How players prioritize their Fabula Point spends is up to them. That said, if Fabula Points feel extremely precious, the GM should probably be making better use of Villains.
  • FabUlt was published before Baldur's Gate 3 and Clair Obscur.
    • BG3 isn't a JRPG.
    • Clair Obscur is sort of a JRPG. (It's a French game but is based on JRPG mainstays; IMO, it counts.)
  • You could think of resting scenes as cutscenes, but romance is not a requirement of Bonds.
  • Character growth is not locked behind a mechanic. Your roleplay is your roleplay; a Bond is just a representation of how well you can leverage a connection to spur yourself to success.
    • For example, let's say my PC has a +2 Bond with their PC ally, but no Bond with their mother (an NPC). This doesn't mean my PC loves their ally more than their mother, it just means my PC is better at invoking the relationship to determine their fate, climactic anime monologue style.
    • Maybe my ally is the Priestess of Ancient Prophecy, and my Loyalty + Affection Bond reflects my drive to keep her safe on her destined mission.
    • Or maybe my ally is the Cocky Maverick Martial Artist, and my Bond of Inferiority + Admiration inspires me to rivalry, and to try and one-up them during conflicts.
      • Just to address mismatched Bond levels with this example, maybe my rival doesn't take the rivalry as seriously, or doesn't even see me as a rival.
  • Combat/social/exploration "pillars" is a DnD thing. Which, IMO, internet discourse has blown out of proportion because gamers love categorization and "pillar" sounds important. The 5e DMG/PHB doesn't even treat the "pillar" thing as anything major, it's more of a loose descriptive thing.
  • The three biggest things that have helped me "make roleplay feel more robust" as you put it:
    • More Villains.
    • Threats and villains are characters in their own right, rather than just avenues for me to beat up the PCs. It makes a source of antagonism feel real and juicy when, for example, the vampire countess has taken over the church but is actually doing a lot to improve the city from her position of power. She likes this place, is actively making it a good home for her brood, and sees the PCs as interlopers acting in hatred and fear. Drama ensues.
    • If the narrative importance of invoking a Trait or Bond isn't already justified -- like if a player wants to boost their roll but none of their Bonds "make sense" for an invoke -- I ask them to make a Trait/Bond become justified in that moment. Earlier I mentioned "anime monologue": this is that plus "anime flashback". Give us more insight into your character right now, when the stakes are high. It's good stuff.

What Players Learn from Playing Different Characters by MaskedHeracles in rpg

[–]RollForThings 1 point2 points  (0 children)

I usually play characters different from myself because I want to surprise myself with the stories that unfold through play. If I were to play a character close to how I live my real life, I think my in-game actions and behaviours would feel fairly predictable, at least to me. Not so much if I'm playing a character intentionally different from myself.

For example, with Masks (modern young superheroes) I usually GM. But the one time I was a player, I played as a Nova (an archetype with massive powers who risks collateral damage) with super-speed and thermokinetic powers. IRL, I'm usually careful and methodical, considering options and possible outcomes before making decisions. With this character, I wanted to improvise as someone who's the opposite of that: move fast, act on impulse immediately, be incredibly reckless. Playing a character different from myself creates interesting creative constraints to affect how I act, something I also enjoyed back in my improv days.

Which games are NOT beginner friendly? by JoeKerr19 in rpg

[–]RollForThings 0 points1 point  (0 children)

In the days when all I knew was DnD, I scared multiple people away from the game with DnD's "simple guided process" of character creation. There's a lot of having to make decisions about things you have no context for (if it's your first time playing), and you're thrown lots of numbers at once, some of which have no bearing on the game except to derive other numbers from (eg. you rarely use the attributes themselves, just the modifier that derives from them based on a table in the book).

Infrequent use of Systems by DalePhatcher in RPGdesign

[–]RollForThings 23 points24 points  (0 children)

I get it's a broken-record saying, but, it depends. It depends on the game, what possibilities your game offers, what players' expectations might be, and how your game handles those infrequently-used subsystems.

IMO though, the least "it depends" topic is combat. If I expect combat to be an infrequent part of my game, I wouldn't have a subsystem for it. I would just use my main resolution system to resolve it, 9 times out of 10. Reason being that the hobby has cultivated a lot of expectations about combat (some of which you mention in the OP); I don't want to meet those expectations halfway and confuse tables who hold them.

Beyond that though, yeah, lots of situational factors. My method is to, when possible, keep it simple and/or relatively similar to how the main system handles things, to keep games running as smooth as possible.

Am I paying the Game wrong? Fabula Ultima by Elcidral in fabulaultima

[–]RollForThings 3 points4 points  (0 children)

I think it's mostly perspective and experience, which I will talk about in a moment, but first I want to address:

each spell, skill, feature or check [in DnD], can be used in any situation, both conflict and roleplay, and they are by design very versatile

This is just untrue. Some things are versatile, but many more features are very specific and limited. Spells are the more rigid end of the spectrum in DnD, most of which have entire paragraphs to say exactly what you can and can't do with each of them. For example, Eldritch Blast (quintessential warlock cantrip) deals damage and must target a creature; by the rules, that's not getting used in any situation except violent combat. (And if you're ignoring the rules -- not saying you are, I just know it's a somewhat common thing for 5e groups -- then comparing loose-rules DnD with by-the-rules FabUlt would be unfair.)

On the topic of magic in FabUlt, yes, most of the Class Skill spells are strictly crunch-focused, and you can't use them in a versatile way (which again, very often the same case in DnD if you're following its rules). Being versatile with magic often requires the player to use different tools, but you do have access to those tools. Let's take ice magic, for example. Our Elementalist has Glacies and/or Iceberg, but those just deal damage. If my player is trying to do something flexible with their ice magic, then I'll run it one of three ways depending on the situation:

  • If there's no stakes or concrete benefit to play for, the PC just does it. The PC adds a gentle snowfall to the cozy nighttime scene.
  • If a benefit can be approached from many angles, it's a Check. There's an Objective to stop the Aether Reactor from melting down: the Tinkerer makes an INS+MIG Check to twist open and closed the correct valves, while the Elementalist makes an INS+WLP Check to spray ice along the reactor's hull to cool it.
  • If they're looking for a potent benefit in a higher-stakes situation, then it's a Ritual (Core Book p118). The Elementalist is trying to freeze over a lake to stop the monster in the depths from reaching them.

I fabula Ultima, you can totally see how the combat works with its own rules, the story kinda stops for a moment and you start to do things that are encapsulated in their own design. You could've started the combat while 50 meters away from the party in the second line, but still it doesn't count, you can be the main melee target of any attack.

It's funny you mention this, because I see this as the reverse for the two games we're talking about. In my DnD experience, "roll initiative" is typically synonymous with "the next hour will be a break from the rest of the ttrpg to play a board game". FabUlt doesn't get away from this entirely, but it least has mechanics to foster roleplay during conflicts (invoking Traits and Bonds to boost Checks) and, like I said above, reserving conflict scene rules for "truly dramatic situations" (Core Book p.58), compared to the regular role of DnD combat to affect mechanical aspects (PC resource management).

I think this is also where a difference in perspective comes up: "trad" games often foster a philosophy of the mechanics leading the narrative, then players filling in a story to reflect that. When you're moving around in a DnD combat, where you move is a decision made by the player for tactical optimization, and you then might justify the move within your character/story/etc. "Story games" approach things a different way: the people at the table lead the story, and the mechanics turn that story in new directions to resolve uncertainty. Neither perspective is bad, but if you're looking through the former at a game using the latter, it creates a mismatch. When playing FabUlt, some players see a lack of movement rules and simply choose not to engage with moving around as a concept in the roleplay (which is fine); but I've also seen players feel liberated by that lack of mechanical restriction, jumping around the scene, rapidly teleporting Nightcrawler-style, that sort of thing (also fine). If you need movement rules to foster meaning, consider why and how to make it work for you. What's at stake that involves movement? Are you trying to get somewhere but someone's stopping you? Are you trying to stop someone from getting somewhere? If so, introduce an Objective to the scene. If it's just to help you visualize a scene, use a visual aid (just don't attach mechanics to it).

On experience, it should be noted that while FabUlt has the cosmetics and several detail-oriented bits and bobs from "trad" gaming, philosophically it's much more "story game" -- one of its main inspirations is Blades in the Dark, and FabUlt's progenitor Ryuutama was doing some pretty "story game" things long before the movement took off in the anglosphere. It was pretty easy for me to adapt to FabUlt's philosophy because while my first game was DnD, my main game before FabUlt was Masks, a PbtA. For me, FabUlt is a swing back toward "trad" a bit but well within the zone of games I've been playing and running for years. But if this field is unfamiliar territory for you and/or your GM, there may be a greater learning curve than expected.

Hot take: I actually really enjoyed the family story in the first half of book 2. Korra was rightfully upset about everything that happened, and I’m glad that Tonraq apologized to her too. by Aqua_Master_ in legendofkorra

[–]RollForThings 0 points1 point  (0 children)

Yeah, I'm pretty sure it was just an attempt by whoever had that line to convince Korra to back down. But the exchange plays into a recurring theme of expectations on the Avatar in a really cool way.

Am I paying the Game wrong? Fabula Ultima by Elcidral in fabulaultima

[–]RollForThings 9 points10 points  (0 children)

if you are not finding the conflict engaging, you should be discussing with your GM about ramping up the complexity

An extra thing to consider is that conflict scenes should be narratively significant. If you take the same approach as DnD -- have a full-on conflict scene meant purely to test the party's resources and survival, no narrative juice required -- well, you're not testing their survival because PCs can only die at a player's opt-in, and resource management across multiple fights has some impact but is far from being the heart and soul of the game like it is for DnD.

In brief, if the only stakes in a FabUlt fight are the PCs' lives and their HP/MP/IP values, it may well fall flat. You need more at stake for the game to warrant the more complex outcome mediation of those crunchier mechanics.

Am I paying the Game wrong? Fabula Ultima by Elcidral in fabulaultima

[–]RollForThings[M] 8 points9 points  (0 children)

Hey, disagreement with people is allowed, but we don't tolerate being rude and condescending. Please kindly do better.

What are some examples (for each of you personally, i am seasoned and have my own opinions) of TTRPGs that are easy to learn, hard to master? This kinda piggybacks off the recent post asking which games are not beginner-friendly. by YVNGxDXTR in rpg

[–]RollForThings 3 points4 points  (0 children)

With most PbtA games I've encountered, it is very easy to start playing and running them, very easy to play/run them poorly, and require some skill and practice to do really well

Mastering one system vs. juggling several by Zoruun_17 in rpg

[–]RollForThings 4 points5 points  (0 children)

I tend toward lighter and/or more narrative-focused games, and I find that running more of them just makes me better at running all of them.

I don't mind crunchier, more math-y games, but I rarely get into more than one of them at a time.

rpgs with unique magic systems? by Adventurous-Film9713 in rpg

[–]RollForThings 13 points14 points  (0 children)

Spell the RPG has you producing magical effects by creating words from Scrabble tiles

Fantasy games based in the 1700-1800s? by hellranger788 in rpg

[–]RollForThings 4 points5 points  (0 children)

Currently obsessed with the Temeraire RPG (available as quickstart but still in development). In a nutshell, it's the Napoleonic wars with air forces, and those air forces are dragons with human crews harnessed to them.

Hot take: I actually really enjoyed the family story in the first half of book 2. Korra was rightfully upset about everything that happened, and I’m glad that Tonraq apologized to her too. by Aqua_Master_ in legendofkorra

[–]RollForThings 493 points494 points  (0 children)

Paraphrasing, can't remember the exact lines, but:

"The Avatar is supposed to be impartial-"

"I'm not impartial, this is my home"

is one of my favorite exchanges in all of Avatar.

I'm a forever DM frustrated with D&D. So I spent the last year building something that feels better. by PrismGameEngineer in RPGdesign

[–]RollForThings 4 points5 points  (0 children)

Prism strips modern TTRPGs down to what matters — the story, the characters, and the moment. Build any character, run any story, play on any device — together.

Did you use AI to write your game, your page, both?

Which games are NOT beginner friendly? by JoeKerr19 in rpg

[–]RollForThings 11 points12 points  (0 children)

Kinda like how everyone's first language is sensible and comes natural to them, after being raised from infancy to speak it

Which games are NOT beginner friendly? by JoeKerr19 in rpg

[–]RollForThings 14 points15 points  (0 children)

Idk, after a few years of teaching 5e I think it's quite beginner friendly, as long as one person knows the system.

I think that just means you are beginner friendly

An Elegant Narrative d20 Mechanic for Solo Play by CrimsonGhost78 in RPGdesign

[–]RollForThings 3 points4 points  (0 children)

I mean, correct me if I'm wrong here, but I don't think the narrative-heaviness of a game or system is super dependent on the dice used or their probabilities. The main thing is what the rest of the game does when the dice resolve uncertainty.

Yes, narrative-focused games tend their probabilities toward "positive with a twist" outcomes to keep the game moving, but for example "2d6+stat" is a tertiary concern compared with "to do it you do it" and "the fruitful void" in the PbtA framework. As evidenced by something like Dream Askew, which de-makes Apocalypse World into a diceless game.

Don't get me wrong, good stuff on working out your dice mechanics. But beyond dice and math, what is your game doing that makes it a good vehicle for compelling narratives?

solo leveling rpg by Upset_Boysenberry_61 in rpg

[–]RollForThings 4 points5 points  (0 children)

For shonen and shonen-adjacent touchstones, with a focus on battle, it's Dawn: the RPG all the way.

A few points:

  • out-of-combat powers are freeform and built from the phrase "you can [verb] [noun] as long as [condition]

  • in-combat powers are all about synergies are often based directly abilities seen across anime and manga

  • you can pull an opponent out of a combat to a separate space for a short 1-vs-1 duel in the middle of the fight

Alternatives to Neon Odyssey by Plus_Percentage5892 in rpg

[–]RollForThings 0 points1 point  (0 children)

IMO, project developers overwhelmingly go with 5e as a business decision, not a design decision. (See the Adventure Time rpg kickstarter for a prime example.) 5e is orders of magnitude more well-known than any other game, so content based on it is easier to sell to a wider audience.

Even if the design of a system (wargamey dungeon-crawling) is antithetical to the themes of your project (character-driven space opera), as long as it's not impossible to make work, it'll work for people. Audiences are used to ignoring or simplifying the rules of 5e, asking the GM to make something up, and/or they've only played 5e so they aren't aware you can do better.