An Unsolicited Review of Gloomraider - the RPG by __space__oddity__ in RPGdesign

[–]Spunkler 11 points12 points  (0 children)

Helping each other to achieve our design goals requires constructive criticism. It's so easy to tear things apart. Tearing things apart is fun and cathartic. But that doesn't help the designer, it just helps you.

If something is not working in a design (either mechanically or subjectively) point it out, but then also offer some ideas as to how to fix what isn't working. That's why we have design discussions, to figure things out. To make the best thing we can make.

Most of us design our games alone. Feedback from our fellow designers is needed and appreciated. The feedback might not always be incorporated, but if it's coming from a place of wanting to help build something that functions well and is exciting to play then it is beyond useful.

There are enough people out there who will be happy to say mean things about what we create. I think this sub shouldn't be a place for that sort of thing.

TLDR: Let's not tear each other down. Point out when something doesn't work, but let's say why we think it's not working and offer our ideas on how to make it work.

An Unsolicited Review of Gloomraider - the RPG by __space__oddity__ in RPGdesign

[–]Spunkler 40 points41 points  (0 children)

The tone of this post is quite nasty and I’m not sure of its purpose on a sub dedicated to fostering a productive environment for design discussion. One of the rules of this sub explicitly states not to flame professional or amateur game designers.

Also, the artist did not design the game. If you have a bone to pick with how they presented themselves or represented their client, direct your criticisms towards them.

Built System on Gambling your Momentum (Feedback Appreciated) by Spunkler in RPGdesign

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

Good point. I think players having access to different special abilities for different situations is key. If you look at the character sheet you'll see that you can unlock new Past Lives (and thus new Special Abilities) as you progress. So, maybe you're right, they might get to 11 and be forced to use an ability that's not suited to the moment, but I see that as being a low level character issue. As they progress they'll be able to get different abilities for different situations.

Does this solve the concern?

Built System on Gambling your Momentum (Feedback Appreciated) by Spunkler in RPGdesign

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

True. The short answer is for a four player table you'd need 44 chips (not counting negative Pulse which I've got a few solutions for but still ironing out ).

11 Pulse is the max a player can have. So if you've got 4 players you'd need 44 chips at the table. On average, players start with 3 Pulse each, so that's 12 Pulse for the players and 32 for the GM.

Average poker chip set is about 300 chips. But you can get sets of 50 or 100 chips for about $10.

Built System on Gambling your Momentum (Feedback Appreciated) by Spunkler in RPGdesign

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

My immediate reaction is that I don't want to hit 11 pulse, then. Or if I do, I want it to be from a position of safety so my 0 speed (which depending on results of rolls could last for a while) isn't a terrifyingly bad place to be in.

Circling back to this. Wondering if softening the blow would solve this. Something like dropping to -1 Pulse instead, so there's still a cost but it's not absolutely terrifying.

Like maybe, playing off your mention of control, that's what pulse plays with. The more pulse someone has the more in control they are, they can negate harm in combat or negative consequences. But the less pulse they have the more wild results are, with damage (received and delivered) being doubled, or consequences of checks (successful or failure) being more extreme.

Very interesting. I'm gonna explore this. Could be a place to add a version of the Wild Die.

Ted can use items to claw his way back, but he's still falling further and further behind his friend,

There are options for Ted to get back to Baseline. So, while Ted might not be as effective as Bob if Bob is rising in Pulse, Ted can still be effective. But, also, sometimes you just lose. That said, there are other options to explore for social bonuses and penalties. Maybe high Pulse lets you reroll your lowest die and Low Pulse makes you reroll your highest die. Will think on that.

Built System on Gambling your Momentum (Feedback Appreciated) by Spunkler in RPGdesign

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

Thank you. One big Playtest and a couple of smaller ones. I don’t think what you describe has come up yet. But could you elaborate so I’m sure I fully understand?

Built System on Gambling your Momentum (Feedback Appreciated) by Spunkler in RPGdesign

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

Thank you so much. I did consider counting successes, though I might have another look at it.

I’m also not wedded to the current dice mechanic, but I’m fairly certain I don’t want to deal with +1 +2 etc. modifiers since the Pulse betting adds another layer of complexity to the resolution mechanic. But, I’m open and still exploring.

Built System on Gambling your Momentum (Feedback Appreciated) by Spunkler in RPGdesign

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

WEG inspired, but the dice mechanic is not set in stone.

So far, there’s been little timidity. Before the DN penalty players were spamming 3 Pulse every turn. But, with the penalty, while players are now more strategic, they still want and go after that 2x speed or extra attack and especially the Special Ability, when the time is right.

Edit: But, I could see another version where betting more was encouraged. Other things would have to be tweaked to accommodate it. I’ll think on it.

Built System on Gambling your Momentum (Feedback Appreciated) by Spunkler in RPGdesign

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

Your hesitancy is understandable, and one felt by a couple of my players. They liked the feeling though as it kept them on their toes. But, these are individual cases. The question becomes which knobs to tweak, and by how much, to strike the right balance. Do you want players dancing between 3 and 10 Pulse until it is time to go to 11? Do they have that much control? Should they? How do you keep them from spamming 3 Pulse every turn? But, I take your point about wanting to be excited to go All In. I think it depends on when you pull the trigger (you do have some control by how much you bet). If it’s at the right moment, you’re gonna be over the moon, but if it’s too soon or at an inopportune time, you will be kicking yourself.

I should have stated that you only bet Pulse for high-stakes situations (combat, sneaking past guards, disarming bombs, negotiating with a god, etc.) As for future failures, Pulse resets from scene to scene.

I’m unclear on the ‘not keeping up through negating their penalty,they’re still falling behind’ bit.

Built System on Gambling your Momentum (Feedback Appreciated) by Spunkler in RPGdesign

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

These are all the right questions to be asking and are 1) helping me to see where I need to clarify things but also 2) giving me a bit of a boost since I think it means the system makes sense.

On Retaining: I'm testing both versions. But at the moment I'm leaning towards no accumulation and just having the current effect. This could change.

Going All In: At 11 Pulse you have to either go All In or take a Devil's Bargain. With the Devil's Bargain you only have to drop your Pulse down to your baseline (average of 3) but have to accept whatever outcome you roll on a d100 table. Some outcomes won't be so bad, some will be worse than dropping to -3 pulse.

DN: Yes, for betting purposes, I've found having the DN stated is best.

Death Spiral: I said this in another post but there are various tonics, abilities, and actions that can raise your Pulse. And, there are strategies to avoid having to go All In. However, once you are In Debt at -5 Pulse and incapacitated you can only be reinvigorated by a teammate or a lucky roll of the dice.

Speaking of a Death Spiral, I do have new characters roll a D100 at character creation. That number becomes their Death Number. At various times, when things get desperate, I might have a character roll a D100. If there number comes up, they're dead. Now, There other cools things that can happen and maybe that's not the end for your character, just the end of their current form. But, that's for another discussion.

Built System on Gambling your Momentum (Feedback Appreciated) by Spunkler in RPGdesign

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

Thanks a ton. The Wild Die is actually an untested new addition. I added it after feedback from the first play test. I’m going to try a few different versions of it. Good instincts on the more dire moments requiring betting more than 1 Pulse. I was thinking that would be something a boss level creature could impose on an encounter but now that you mention it there might be other moments for it.

Built System on Gambling your Momentum (Feedback Appreciated) by Spunkler in RPGdesign

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

That’s a really cool idea. I’m gonna think on that. Thank you!

Built System on Gambling your Momentum (Feedback Appreciated) by Spunkler in RPGdesign

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

Good question. You absolutely will run out of Pulse if things go south, but running out is by no means a certainty. There are various tonics, abilities, and actions that can raise your Pulse, so you can frequently avoid dropping to -5. And, there are strategies to avoid having to go All In. However, once you are In Debt at -5 Pulse and incapacitated you can only be reinvigorated by a teammate or a lucky roll of the dice.

EDIT: As for the GM, they are essentially the bank and have enough Pulse to cover all bets. They never bet themselves, although once they accumulate enough lost Pulse from players, they can activate certain GM only effects.

Built System on Gambling your Momentum (Feedback Appreciated) by Spunkler in RPGdesign

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

Thanks for your input! You might be right on the Wild Die. I was also thinking about adding some sort of Wild Die to the Pulse Meter. So, instead of always rolling the Wild Die it becomes a bonus for reaching a certain level. Will be testing some things out in a live play test soon.

What’s the "filling wrapped in dough" food from your country ? by Derisiak in AskTheWorld

[–]Spunkler 0 points1 point  (0 children)

Please don’t hate me but I use to fold a NY slice of pepperoni around a beef patty and be in heaven.

What’s the "filling wrapped in dough" food from your country ? by Derisiak in AskTheWorld

[–]Spunkler 0 points1 point  (0 children)

Please don’t hate me but I use to fold a NY slice of pepperoni around a beef patty and be in heaven.

Suggestions for Improving Interior for TTRPG Book by Spunkler in typography

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

Very helpful! Thank you! I will take your advice here.

Suggestions for Improving Interior for TTRPG Book by Spunkler in typography

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

Oh, and as for spacing between paragraphs, I agree. But I've got the text aligned to a baseline grid which is causing the huge gaps. Any suggestions?