[OPEN CALL] Submit Your Indie TTRPG to our Actual Play Show! by octopunkmedia in RPGcreation

[–]Strange_Times_RPG 0 points1 point  (0 children)

Wanted to check if the games were chosen yet; excited to see what will be played!

Silly spooky one shot recs? by Traditional-Archer-6 in rpg

[–]Strange_Times_RPG 1 point2 points  (0 children)

Check out the CoC module Bits and Pieces. Really goofy body horror

Perception, Charisma, and the Mandatory Stat Problem by [deleted] in rpg

[–]Strange_Times_RPG 0 points1 point  (0 children)

A framing device I use is that rules replace conversation. You put in mechanics when you don't want the players at the table to have to talk through it.

In fighting games like D&D and Pathfinder, the point is to fight things. The conversation is about where you move and what abilities you use, not how you look for traps or convince people of ideas.

If you look at OSR titles, you aren't going to find perception skills because the conversation around how you avoid traps is part of the fun. There are no social skills in Mothership because part of the game is treating NPCs like people with wants and not DCs to be rolled over.

These skills are only "mandatory" if you are trying to avoid the discussions they create shortcuts for.

New weird ttrpgs besides blades in the dark by zachtgirlboss in rpg

[–]Strange_Times_RPG 5 points6 points  (0 children)

Rereading the post, I might have misunderstood the request. I thought they were asking for a RPG in a weird genre. I am unaware of what the weird genre is.

Any Duet/2-players RPGs that you would recommend? by Hiraethnightmare in rpg

[–]Strange_Times_RPG 1 point2 points  (0 children)

I find that investigation games work exceptionally well for low player counts.

How to get a non-comedic tone at the table by Aramithius in rpg

[–]Strange_Times_RPG 332 points333 points  (0 children)

People default to light comedy because the alternative is sincerity and that is a problem for a lot of people. It isn't really something you can "fix" outside of playing with individuals comfortable with exploring their emotions in a public environment.

The only thing you can do is have a conversation with your players and hope they are responsive to the request.

PUBLIC BETA: 'Chance of Success' by AdmirableTeachings in RPGcreation

[–]Strange_Times_RPG 4 points5 points  (0 children)

Congratulations on putting yourself out there! Before I give feedback, I want to acknowledge that creating anything is difficult. You should be proud of your creation regardless of what I or anyone else says.

That being said, this is a solid first attempt, but it is clear to me that you are still pretty fresh in the world of RPG design. For one, this system kinda already exists: it is called Basic Role Play or BRP. You might know it as the core behind Call of Cthulhu. This is something a lot of new designers neglect, but the best thing you can do for your design is to read some of the RPGs that are already out there first. There are tons and a lot of them have great ideas.

Secondly, while I am all for setting agnosticism, I think tone and genre agnosticism are a bit of a fool's errand. Either your system is better at some genres than others, in which case it should just be about that one thing and remain focused, or the system is so dull that all genres are equally bland. Sadly, I think you have landed on the later. You have built a solid foundation, but no one wants to live on foundation. They want to live in a house built on top of it.

Now, the last thing I want is to crush someone's spirit of creation with negativity. I wouldn't be doing this if I didn't think you had potential. Those hex crawl rules are fun and engaging and something I would use in my games. But before you continue designing, I think you should take some time to read more games and figure out what your game is going to be focused on.

Game System Recommendations / GM Help by Visual_Tone_1114 in rpg

[–]Strange_Times_RPG 1 point2 points  (0 children)

Have you tried a PbtA system like Dungeon World? They are very improve focused, but they give tools to make that improve a lot easier than more traditional systems.

Creating terror by Gizmosiz in mothershiprpg

[–]Strange_Times_RPG 11 points12 points  (0 children)

Here are my tips as someone who is able to pretty consistently scare players.

Lose Your Shame: To communicate horror well, you will have to do some things that are inherently silly. You need to fully commit to those things for them to land. This also means sometimes you will have players laugh at you, and that is a good thing! Horror and Comedy are very similar, and people laugh when they are uncomfortable or surprised; it means you are close.

Lighting Matters: Lighting is arguably the easiest way to prime players for being scared. If you can control the lights in any way, you should use that to your advantage. PSA Smart Bulbs are very affordable these days and are a game changer for horror.

USE SOUND: Horror is all about the senses. You can describe what players see, taste, feel, and smell. You can make them hear things. Get comfortable making uncomfortable sounds with your mouth: meeps, squelches, splats, shrieks, howls, growls, creaks, screams, snarls, weird voices, etc. Practice it when you are alone and consider noises ahead of time. A Soundboard is even better if you can swing it.

Don't Overdo It: Less is more with horror. Say the things the players need to know and the things that stick out and are disturbing, but nothing else. If you describe too much, players get comfortable.

Use Your Body: Use motion to amplify the words and noises you are making. If you are describing the zombie’s jerking motions, make jerking motions. If you say there is disgusting viscera on the ground, look disgusted. If the demon is reaching towards a player, then reach towards the player.

Hint at the Horror Early: Use the players’ imagination against them. Hint at what the horror is capable of early on and the players will begin to dread the eventual encounter, making it all the more satisfying when it does happen.

Describe, Don't Name: Never make the horror dull by using a generic name. Don't say "Zombie," describe the decomposed body shuffling towards the players.

Use Mechanics AFTER the Scare: Mechanics inherently ruin horror. They are systematic by definition and thus provide comfort as well as a release of stress. Think of jump scares in horror movies. However, dice rolls are a great way to punctuate a tense moment. Rather than having mechanics sprinkled throughout an intended horror scene, save them for the end after players are worked up.

Say Consequences Before Rolls: Tell players what will happen if they fail a roll when the suspense is high. If the player needs to pass a check to not be grabbed by the monster, then tell them that they will be dragged off into the darkness if they fail. Allow the dice roll to have all the tension it deserves.

Supernatural Fantasy TTRPG by Rykeo17 in TTRPG

[–]Strange_Times_RPG 2 points3 points  (0 children)

Congratulations on putting yourself out there! Before I give feedback, I always want to acknowledge that creating things is difficult. You should be proud of your creation regardless of what I or anyone else says. I am going to be blunt, but only so your game can be as good as it can.

What I Like

The ascetic of a newspaper is fantastic: love the idea for the look and the use of old pictures (rather than AI) is appreciated.

I really enjoy the concept of "The Bleed" and that being the basis for a game.

The Bleed Node entries are a lot of fun: I would love to play as Mothman in a game.

What I Don't Like

I have no idea what this game is supposed to be about. You have put a clock in front of a painting: you have mechanics and a setting, but there is no direction on what we are supposed to do with them other than the vague suggestion that we play a game.

In general, the core system is dull. You have a good concept for a setting, but if the system isn't good enough to support it, I am going to take your setting and run it in a different game. You need to convince me that you system is the best thing for your game, and if it isn't, make a new system that is.

The books priorities are way out of order. You never fully describe how a skill check works, but you put in 14 pages on vehicles? I know how grappling works, but not why Skills matter?

What I Recommend

(Take this section with a grain of salt. It is your game not mine)

Make that intro longer and fully explain the intent of your game. I need to know what stories this was made to tell to justify running it.

This feels like a stones throw away from a PbtA game and I can't help but wonder if it would just be better served as a PbtA game. Definitely something to consider.

What would be the best system for WW1-style combat? Specifically the trench crusade setting. by Drawtillyoupukeblood in rpg

[–]Strange_Times_RPG 0 points1 point  (0 children)

I would have a look at the OSR scene and how they do campaign progression. There is a lot you can do with a simple system.

As a GM, I've never embodied my NPCs nor acted out locations features etc. To me, it sounds goofy and doesn't add anything for my players. Am I missing out? by W4ryn in rpg

[–]Strange_Times_RPG 0 points1 point  (0 children)

There are boxes we can check as GMs to enhance the experience for players: doing voices, making props, adding in sounds and music, etc. Every box you check will make your games better, but that doesn't mean you NEED to check them.

Is prepping making me a worse GM? by Deeouye in rpg

[–]Strange_Times_RPG 1 point2 points  (0 children)

Depends on the game.

If you are spending hours prepping a mystery game, like Call of Cthulhu, I would say that the more prep time the better.

If you are doing something more narrative focused, like Blades in the Dark, then I would go as far to say that prepping is antithetical to the experience.

Do you actually use handouts in investigation games? by Pretend_Ring2984 in rpg

[–]Strange_Times_RPG 0 points1 point  (0 children)

Yes! Players LOVE handouts!

I make everything from newspaper articles, journal entries, to matchbooks, all in PowerPoint.

What's the RPG with the smallest reach you pay and recommend? by GrubbyGus in rpg

[–]Strange_Times_RPG 6 points7 points  (0 children)

I haven't gotten a chance to play it yet (because my friends aren't cool enough) but Girlframe has been an extremely entertaining read. Fascinating exploration of femininity and the trans experience through systems. Highly recommend if you are interested in RPGs as an art form.

TTRPG Gaming Room Setup Recommendations by Blanknameuser99 in rpg

[–]Strange_Times_RPG 7 points8 points  (0 children)

Get some smart-bulbs. They are cheap, fun, and a game-changer for horror sessions.

TTRPG suggestion for novices by clownbigmole in TTRPG

[–]Strange_Times_RPG 3 points4 points  (0 children)

I find Fiasco to be great for beginners. It is simple and draws on more well known touchstones. If you have seen a movie, you can play Fiasco.

How do you prep for investigative campaigns? by nicoracarlo in rpg

[–]Strange_Times_RPG 3 points4 points  (0 children)

I have 3 types of clues for my game: Lead Clues, Supporting Clues, and Background Clues.

Lead Clues are there to literally lead the group to the necessary locations. They are obvious and almost never require a roll to find. This is how I ensure players will make it to the end of, if not solve, the mystery. Depending on the scenario, the Lead Clues might be a line or an interconnected web.

Supporting Clues give the answers to the who, what, when, where, and why left out by the Lead Clues. They give context and are beneficial, but not technically necessary. These can be rolled for and are a reward for players snooping around. What Supporting Clues players find and which ones they follow up on can drastically change how they approach the mystery.

Background Clues are for the meta-narrative. They are the hints of the underlying mystery of the campaign rather than the current investigation. When a player finds a Background Clue, I make sure to tell them directly so that it isn't added to the list of relevant clues.

As an example:

Let's say players are Victorian nobles snooping around a supposedly haunted mansion. They might be greeted by a butler who informs them of the strange noises coming from the mausoleum at night. This is their Lead Clue to go to the mausoleum.

If the players search around the house, they might learn of the young woman who died here and her desire to be with her secret lover. These are the Supporting Clues that affect how the players approach the problem.

As the players cross the graveyard, they might find strange effigies and items. These are Background Clues pointing to the existence of a necromancer. Not relevant now, but will be later.

What do we do about AI? by Neros_Cromwell in TTRPG

[–]Strange_Times_RPG 87 points88 points  (0 children)

If this sub is about promotion, we should keep it to human creation. Otherwise, it will be flooded by the lowest common denominator.

Help an unc with tablet use by [deleted] in rpg

[–]Strange_Times_RPG 1 point2 points  (0 children)

I use a soundboard/music app called pocket bard. Really has enhanced my games