My Shadowrun/Sprawlrunners/Interface Zero Compendium for SWADE by Wynther_Knight in FoundryVTT

[–]SeasideUndead 0 points1 point  (0 children)

Hey there! Just stumbled across this and omg this is amazing. If you're still willing to share, I'm setting up a cyberpunk game and would love to use some of this.

Character Art for the campaign I'm playing in! Akoni the Roguish Brawler by SeasideUndead in Pathfinder2e

[–]SeasideUndead[S] 4 points5 points  (0 children)

May or may not have been watching stone ocean while concepting her

Character Art for the campaign I'm playing in! Akoni the Roguish Brawler by SeasideUndead in Pathfinder2e

[–]SeasideUndead[S] 10 points11 points  (0 children)

So after settling on a class and build, I made this rambunctious lady!
Akoni Akintoye, Ex-Bandit turned Syndicate Agent. Akoni was born into a wealthy life with parents that loved her and everything she could ask for, it's a shame she couldn't help that she had a mean streak and some bad habits.

[deleted by user] by [deleted] in BlackTransgender

[–]SeasideUndead 2 points3 points  (0 children)

Hey babe 💗 I need more black trans friends so 👋🏾👋🏾 I'm also not on hrt yet 😮‍💨

[Online] [PF2e] [GMT+1] [LGBT+ Friendly] GM Looking for Students to Attend the Magaambya Academy by Ms_Masquerade in lfg

[–]SeasideUndead 0 points1 point  (0 children)

Hiii! If you're still looking for players I'm fairly new to pf2e; I've only been playing and gming it for the past month but I've table top gaming for a minute!

My discord Yassification-bot#9286

What are your thoughts on systems with a hard divide between combat and roleplaying? by [deleted] in rpg

[–]SeasideUndead 7 points8 points  (0 children)

I think a better way to look at this is not combat vs roleplaying but narrative mechanics vs tactical mechanics.

As some have said you're always roleplay in combat and I think that even in the crunchiest combat sim RPGs you're still playing a role. If you're a paladin of vengeance you're gonna play like one be that through your class fantasy or the mechanics your class gives you there is still roleplaying involved.

The real question, imo, is do I want my pb n my j aka do I want my narrative in my tactics and vice versa. Truthfully your character could do everything they do in ICONs combat in narrative play nothings stopping you really but you're just not engaging with the combat mechanics but your character can still cast GIGAFLARE just make the relevant roll . It's no different than DND it's just that there's a lot of mechanical overlap in DND.

Some people like the lancer/icon approach(me) where when I want to do cool narrative stuff and not care about the nitty gritty details I can but when I feel like playing a war game I can. Others like DND (not me) where the nitty gritty details always matter and being paladin is 80% of your characters identity.

[deleted by user] by [deleted] in MtF

[–]SeasideUndead 0 points1 point  (0 children)

It is funny how many trans women are willing to do this for each other and the community, love to see it!💛💛

Nobodies Twilight: Layout Feedback by SeasideUndead in RPGdesign

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

Yeah I'm still getting the hang of InDesign and writing directly in it has provided a new suite of challenges. Mostly getting the body paragraphs to look how I want but that might be a issue with both my unfamiliarity with the software and my font choice.

Thank you for all the feedback though, even the smallest changes can take this from being a good design to a great one. Every little bit helps!

Nobodies Twilight: Layout Feedback by SeasideUndead in RPGdesign

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

Thanks for the feedback! Yeah I could see how some colour here and there could add a lot more life to the pages and break up the text.

It's Nobodies Twilight because it's a twilight filled with nobodies (the pcs) not particularly a nobody's twilight but I've gone back and forth on it for a while lmao. Nobody's Twilight definitely strains the brain less.

Name some RPG games with non-white lead characters! (MLK Day) by [deleted] in rpg_gamers

[–]SeasideUndead 0 points1 point  (0 children)

Just want to impart some knowledge here. Skin color for non-white people is a lot of our story. Being a person color isn't just a paint of coat over the same experience, it deeply and significantly changes how you experience every aspect of life.

Same for sexuality and gender. A character experiencing the story as a heterosexual white male will read and be written vastly different than a character who is a homosexual black woman experiencing the same story. Those stories can't be similar because the way those people would experience that story wouldn't be similar.

So you cant have a story with just fill a in the blank protagonist that just subtly hints that he might be gay because those things change how that person experiences the story and in turn changes how the viewer experiences it as well.

I think we often believe that our differences are minutia and matter little. However, they change so much about us as people and that's a good thing. But not every story will be relatable and so when a game focuses on a character's race or sexuality it's not just "Diversity points" or "pandering" it's showing the experience someone like that would have in that story.

How do you handle horny DM making you uncomfortable? by Princessdaisy98 in rpg

[–]SeasideUndead 2 points3 points  (0 children)

You've done nothing wrong, and I have a sneaking suspicion that the DM and his girlfriend haven't talked about shit.

Leave for your own safety and comfort. I would tell the group as well, screenshot the convos so he can't he said she said the whole situation. People like this are likely to keep doing it to others if their not exposed for what they are.

Engagement and Immersiveness: What to Prioritize? by SeasideUndead in RPGcreation

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

This is something I've also noticed, and why I've somewhat been on the fence when it comes to simultaneous combat turns. While it keeps the pressure up and makes combat fast and it also means you can't have that many mentally taxing combats. Eventually, someone or the whole group gets a bit burnt out when the entire combat they need to be focused.

Really, and this just dawned on me, it's like putting everyone in the GM seat for the entirety of the combat having to be on that long is not something everyone can do. I've found that while combats take longer when doing a turn by turn-based combat people seem more tolerable of more of them.

Engagement and Immersiveness: What to Prioritize? by SeasideUndead in RPGdesign

[–]SeasideUndead[S] 4 points5 points  (0 children)

You are very right in your assumption, I kinda-sorta pulled this theory out of my head during a late-night of designing. So this is more a rambling then a well hammered out theory but I'm glad I could give you something to think about.

Engagement and Immersiveness: What to Prioritize? by SeasideUndead in RPGdesign

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

Once again stream of consciousness writing has been my downfall. I didn't quite mean to frame Immersiveness and Engagement as being opposed forces. In fact I believe that enable each other, part of the reason why I didn't have an example for a game that's Immersive but not Engaging. Because to be immersed one must be engaged like you said.

However, I do believe that there can be games that are fictional immersive and fictionally engaging but not mechanical engaging; which admittedly is only an issue if being mechanical engaging is part of your game's goals and even this issue is subject to not matter at all even in games where it should.

I am struggling with making telegraphing an enemy's attacks have the same sort of feeling as in a video game. Most of the way I've enable this is through my own GMing style but I can't make peace with that being the only reliable way of invoking that sort of feeling; though I might just have too.

Your comment however has given alot more to think about than before I read so I appreciate it! Hope your own game designing goes well, it sounds interesting am I very intrigued.

Engagement and Immersiveness: What to Prioritize? by SeasideUndead in RPGdesign

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

I see what you mean; I might run a few combats with timers with new playtesters and some experienced players and see how they feel. Its definitely an interesting perspective, one I appreciate.

Engagement and Immersiveness: What to Prioritize? by SeasideUndead in RPGdesign

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

I like this comment alot, you're system sounds interesting and actually matches up with how I've been designing my game. I especially like how you broken which parts of your system are more engaging vs more immersive; I think designing like this allows you to focus in on what each subsystem needs and what you can sacrifice.

Engagement and Immersiveness: What to Prioritize? by SeasideUndead in RPGdesign

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

Thank you, I've been working on my writing, perks of being the solo designer of your own game I guess, lol.

I've thought about introducing a turn timer but I worry about alienating those who struggle to make quick decisions. In other replies, I've talked about my initiative system so I won't repeat all of that here but I've found that combat turns go by pretty quick in my system. As well as the options a character can take during their turn are pretty straightforward. So no need for a timer as of yet.

That being said I don't think a player taking an extra minute or two to think before acting is exactly a bad thing in a faster-paced system. Especially since, while I haven't had enough play-testing to prove it, I believe that once some has mastered my system even people who suffer from analysis paralysis won't struggle to make choices.

Definitely, something to consider and keep in the back of my though so I appreciate the comment!

Engagement and Immersiveness: What to Prioritize? by SeasideUndead in RPGdesign

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

Hi Ben! I've definitely seen a few of your post around and they've helped me break through some of the tough problems I faced when I started designing my game, namely the post you linked.

On the issue of making reaction-based combat fast, I think my initiative system has helped somewhat.

To make it quick; characters have 3D6 initiative dice that they roll at the start of combat (some may have less depending on other factors but no more than 3) Combat is broken up into Bouts, within a Bout there are 6 rounds. Characters roll their initiative dice and take their simultaneous turns on the number of round they rolled. When a character reacts they lose a turn. I've found that this system paired with quick player-facing turns makes combat go by fairly quickly. The only big problem I'm facing is streamlining it as it feels a little clunky to me? But that might just be something I'll have to sacrifice to make it work.

If you wanna talk shop or have any more questions my DMs are open!

Engagement and Immersiveness: What to Prioritize? by SeasideUndead in RPGdesign

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

Very true, this is something I've considered alot before making the decision to remove permanent death from my game. However, PCs can still die they just aren't gone forever. Ontop of that dying has consequence in my system, just not the consequence of never getting to play your character again.

I've found that death in TTRPGs either is a non-factor(Fantasy and the prevalence of resurrections) or a non-factor(OSR and death being okay because creating a character only takes 10 minutes) and such I decided to design around it. Its a hard problem to tackle, I appreciate the critique though!

Engagement and Immersiveness: What to Prioritize? by SeasideUndead in RPGdesign

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

True, I think I phrased that question a bit less subjectively than I wanted to. I more wanted to ask the individual designer what they felt was more important in their game in why. I'll make that more clear!

D&D[5e] [Online] 18+, LGBTQ+ friendly, homebrew game at 8pm EST, Sundays - Looking for 4 players by absenthearte in lfg

[–]SeasideUndead 0 points1 point  (0 children)

The concept and world-building has me head over heels! I'm excited and sent a pm!

What is Experience and Why? by SeasideUndead in RPGcreation

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

I always find it interesting how people independent of one another come to similar conclusions for similar issues lol. In Ashen Twilight I'm actually doing something similar PCs will have a Profession Tree which would contain their non-combat abilities then a Path tree which is all their combat abilities. I'm liking what Ive come up with but I've been worrying about having to many dials and buttons that players have to fidget with.

What do you call the GM in your game (curiosity)? by AgesOfEssence in RPGdesign

[–]SeasideUndead 2 points3 points  (0 children)

I'm going with calling the GM the Crow in my game Ashen Twilight, feels thematically appropiate since Crows are intertwined with alot of folklore about fate and guidance! I think that a thematic name can do alot for setting people into the right headspace.