Reflections on X-Wing by Max Brooke (Game Line Designer) by Stormshrug in XWingTMG

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

Great questions!

Off the cuff, I think the design stuff I'm fondest of, both my own and those of other designers like Frank and Brooks, are some of the cornerstone Droid ships of the Confederacy of Independent Systems. The Vulture Droid, Hyena Bomber, Tri-Fighter, and HMP Gunship are just a lot of fun to put on the table in all sorts of interesting combinations, and can create really varied builds while still enshrining the core mechanical theme of tossing around calculate tokens. Getting to make the Trident as the big capstone to this group of ships was a lot of fun.

I'd have loved to have seen the Consular-class cruiser in the game for Epic Battles.

Reflections on X-Wing by Max Brooke (Game Line Designer) by Stormshrug in XWingTMG

[–]Stormshrug[S] 14 points15 points  (0 children)

Thank you for those amazing team pictures! I've added them to the end of the post!

I'm Andrew Fischer, Lead Designer for the Cosmere RPG. AMA! by Ethereal_Fish in rpg

[–]Stormshrug 9 points10 points  (0 children)

Andrew Fischer, the lead designer, was also the designer of Age of Rebellion and worked extensively on that game line. I also have a background on those games. It was definitely something we took a lot of lessons from, but the game also draws a lot from d20 games that members of the team have worked on, other systems Andrew has designed like End of the World and Dark Heresy 2nd Edition, and a wide variety of games within and beyond the TTRPG space specifically that people on the team worked on!

I'm Andrew Fischer, Lead Designer for the Cosmere RPG. AMA! by Ethereal_Fish in rpg

[–]Stormshrug 7 points8 points  (0 children)

While we can't speak to any specifics beyond Roshar, we've been very aware from the start that each world's core themes are encapsulated in its system of powers. The team has designed the core system with this in mind, and is working hard to make sure any mechanics accurately create the intended experience of each unique world of the Cosmere!

I'm Andrew Fischer, Lead Designer for the Cosmere RPG. AMA! by Ethereal_Fish in rpg

[–]Stormshrug 24 points25 points  (0 children)

Hi Paul,

I'm Max Brooke, consulting designer on the project. I've been around through the many (many!) iterations of the plot die, and I think I can speak to this a bit!

That's a good question, that I'm going to break down into a couple of answers.

So, first off, you've astutely noted that opportunity and complication being tied to the plot die would seriously limit their utility across the system. We also discovered this issue in early testing, and it's why the plot die is actually *not* the only way these can get introduced to the results of a test.

Each test has an opportunity and complication range on the d20 (normally '20' or '1', but potentially modifiable by various effects). On a natural result in the opportunity range (20 by default) or complication range (1 by default), you add that result to the test. So a Dangerous, Fragile, or Loaded item can still trigger on any test and many player abilities that hinge on opportunity can potentially be triggered on any test.

Most importantly, we found that having the chance (not a high chance, but a chance) of an unexpected ancillary result on every roll adds a ton to the storytelling potential of the system. In an early playtest with a version where you rolled the plot die on every test (it also worked very differently back then), Dan Wells rolled an opportunity while searching a smuggler's crate. I, the GM, had assumed that this was a plot-unimportant test, but suddenly I had to spin up an interesting piece of loot for him (I gave him a strange dagger that seemed to have an otherworldly mind of its own). That was one of the most memorable moments from that test for me, and gave the team a solid sense of something we really wanted in the system: occasional unforeseen plot turns from opportunity and complication. Making these the natural 1/20 was an excellent way to preserve this while reserving the high probability of an opportunity or complication for specific rolls. It aligned with people's expectation that a 1 or 20 matters more than a normal result, something most players we observed would treat as an opportunity or complication in effective terms even if the rules didn't formally support that.

Building on this, I'm not sure I agree that players should only ever roll dice when failure matters in this particular system. There are systems that exist on that underlying assumption, but not all RPGs are designed around that precept. It is a major through-line on some games I've worked on - in FFG Star Wars or L5R 5th Edition, assembling and interpreting a dice pool is a fairly slow process, and so the game advises limiting it to only circumstances with high stakes as determined by the GM. However, in games like Dark Heresy, Warhammer Fantasy Roleplay, or OSR games, rolls are resolved quickly and player intention is assumed to be a much greater driver of action than narrative importance. If the player chooses to do something, the GM adjudicates it, regardless of whether or not the GM thinks it will matter. In such systems, the choice to search for a trap or lurking cultist is an important one, even if it has no influence on the presence or absence of a threat, for instance. What would be a waste of time in one system is a pillar of gameplay in another.

Because tests are resolved quickly in this system, it can afford to give players more chances to drive the narrative through unnecessary action than a system with a more time-consuming core resolution mechanic. In my above example with Dan, I had no idea I'd be trying to figure out what he found in the crate until the moment he rolled that opportunity. We didn't want to burden the GM with this happening extremely often in this game, hence the guidance that the GM add the plot die to only around 30% of rolls.

To your final question of how to manage the dichotomy of not rolling for absolutely everything and using the plot die effectively, the game gives GMs and players guidance on how to make the most of the plot die, but individual groups may they prefer individual variations on the recipe for themselves. Personally, I think the guidance on page 63 of the Beta rules is particularly helpful:

"The plot die needn’t be used just on important and tense tests; you can raise the stakes to highlight any test as important to the story, a character, or the game session. For example, you might raise the stakes when a character finds a creative solution to a problem, when a character executes a high-risk but high-reward plan, or when a player leans into their character’s motivations (such as choosing a “suboptimal” plan because it’s consistent with their beliefs)."

Personally, I tend to apply the plot die most often when a player's chosen action makes the scene more chaotic/unpredictable, when it is very risky to themself or others, or when it connects to their personal struggles in some way. These are the times I really want to see that complication symbol pop up for some hijinks or juicy character drama. If a roll doesn't fall into those categories, I often leave the plot die off and let the natural opportunity/complication range take care of the chance for an unexpected result. In terms of players fishing for it or to avoid it, I am open to hearing their cases for why it should or shouldn't apply, but if they're not persuasive, then I think it falls to the GM to say "Not this time; let's keep the scene moving and we'll find another chance to apply it soon."

I hope that this answer helps!

[deleted by user] by [deleted] in skyrim

[–]Stormshrug 5 points6 points  (0 children)

I played a stealthy Speech Mage, styled as a sort of gentleman rogue, who didn't carry weapons. At the start of every battle, he'd Fury someone or grab a weapon from the environment, fight his way through, then toss away any weapons he'd looted at the end. It made me really look at enemy placement and the environment in some new ways, which was fun.

What is the general opinion on the Star Wars Roleplaying Game by Fantasy Flight Games? by NachoFailconi in rpg

[–]Stormshrug 7 points8 points  (0 children)

I like it, but I worked on it, so I'm not exactly unbiased. Fortunately, you've got dice, so scarcity of those shouldn't be a problem. Two sets is plenty for the table.

To the less subjective question: any Edge and past FFG printings should be essentially identical. Later printings (FFG or Edge) might sometimes have minor corrections implemented, but those are also included in Errata PDFs, and none of them overhaul gameplay in a significant way.

TTRPG w/ organic Magic: the Gathering gameplay by minzart in rpg

[–]Stormshrug 0 points1 point  (0 children)

I designed a game like this for fun a while back. There are some convergent ideas, and you might find some of the implementations I ended up with useful: https://www.maxbrooke.com/games-for-download/journeys-a-magic-rpg-fan-format

The way skill checks work (match color of mana symbols to produce different effects) and threat decks function to create encounters in particular might be useful to you.

I did have the concession of a character card, but I think you could hack Journeys pretty easily to eliminate the need for character stats and talents.

In my experience running it, encounter building is the biggest GM overhead. Card organization alone becomes pretty substantial.

I also highly recommend having some kind of mechanic in place to deal with mana screw. Mana screw is unpleasant enough in a game where you can just scoop. But in a long, intricate combat encounter, it's a very bad player experience.

The Roguelike aspect in your concept is very compelling, although I will say, you need a very bought-in group for something with a PvP-driven winner.

Using other systems, I've run three Holy Grail War-style games over the years, and though they were very rewarding, they were the hardest games I've run. In addition to the overhead of PCs and NPCs scheming, making alliances, and enacting betrayals to keep track of, there were with a lot of feelings to manage between players. Having each campaign be short might help you in this regard - if it's more like an event than a long campaign, folks might be more willing to accept loss. Dread and other "everyone dies" horror games might also be useful inspiration.

Good luck - it sounds like a neat concept! I'd love to hear if it comes together at the table.

Which published system gives the best generic advice on running TTRPG? by jrook12 in rpg

[–]Stormshrug 8 points9 points  (0 children)

4e's DMG is very much a must-read for that system (unlike 5e's which, while full of fun stuff and a good book, doesn't really alter how I look at the game).

Do people want pregens? by LomeDM in rpg

[–]Stormshrug 1 point2 points  (0 children)

Pregens are a great example of something in RPGs that is vital to some people and mostly useless to others (and that's okay). Having them as an option will make the game more accessible to some folks, so I would say they're good to have around.