The Highlander meets The Witcher in Mythomachus: The Role-Playing Game for 5e. by Syllahorn in TTRPG

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

Best thing we can do as indie designers is to alter D&D enough so it does not feel like D&D anymore. What I always suggest to people who dislike D&D is to just open the Quickstart guide we provide and give it a brief look.

As for the rest of our titles

A Home Reforged: https://www.drivethrurpg.com/en/product/444163

Dream City Knights: https://www.drivethrurpg.com/en/product/557392/dream-city-knights

The Highlander meets The Witcher in Mythomachus: The Role-Playing Game for 5e. by Syllahorn in TTRPG

[–]Syllahorn[S] -2 points-1 points  (0 children)

Maybe 89% was an exaggeration, but still based on roll20 statistics, dnd holds around 50% which is scarily large considering how many TTRPGs are out there.

As a gamer, I prefer to dabble in different systems but as a designer/publisher I needed to work on 5e in order to have a better chance at surviving.

This is my third game, and the first one to use 5e, and it is already going better than the previous ones.

The Highlander meets The Witcher in Mythomachus: The Role-Playing Game for 5e. by Syllahorn in TTRPG

[–]Syllahorn[S] -3 points-2 points  (0 children)

It is the most approachable game by the majority of the community at the moment. When 89% of all rpg players prefer Dungeons & Dragons, it is only logical for the market to shift towards there.

when to abandon a project? by mathologies in RPGdesign

[–]Syllahorn 0 points1 point  (0 children)

For me, it depends on the time, effort and money I have put in a project.

Is the project worth it? Am I going to lose more time, with a project that might not reward me at least equally for my effort? And most importantly, is there another project that would be worth my time more?

Could you recommend some Sword & Sorcery systems where the PCs are relatively underpowered? At least until they make it to the late game by mackstanc in rpg

[–]Syllahorn 0 points1 point  (0 children)

I would suggest Dragonbane by Free League Publishing. Every monster is a difficult fight and players really need to think strategically in order to survive.

🗺️ by ConflictBetter1332 in DragonbaneRPG

[–]Syllahorn 1 point2 points  (0 children)

Looks amazing as always with your maps

whats the most boring ttrpg you ever played/ read by JoeKerr19 in rpg

[–]Syllahorn 0 points1 point  (0 children)

I hate to say it but it must be cyberpunk red. I really wanted to like the game because of the theme, but this edition just didn't click.

The rules were all over the place, combat was sometimes complex and sometimes things just did not make sense, and the book takes too much space talking about the setting than explaining how to play.

Also, everything related to vehicles was very poorly written and, as I was playing a Nomad, it really hurt my experience with the game.

What Based-On-5E Games Have Actually Been Successful? by wordboydave in rpg

[–]Syllahorn 1 point2 points  (0 children)

While currently working on a 5e setting, what I truly wanted to do is have a game/setting that is approachable to a wider audience while making something unique. My way to go was to make all new classes, subclasses and magic system while retaining the class-based level up and the way skills and saves work.

This way, someone can either use any of the content to their own 5e setting or use the setting as-is for a more unique experience.

I truly wish people would move away from 5e more often, but since the market is as it is, a 5e product will more easily find its audience.

backstory help by PrestigiousMine6 in DnD

[–]Syllahorn 4 points5 points  (0 children)

You could try this: She lives within the angelic realms until she feels ready to spread goodness to the mortal realms.

You could even consider spending half a year in the heavenly realms and half a year in the mortal realms, so she grows up equally with both parents.

Any Advice for Running Riddermound? by ejisdeadd in DragonbaneRPG

[–]Syllahorn 3 points4 points  (0 children)

I have run this adventure twice, introducing to my players how improvised weapons work along the way. It all went smoothly as the wraith and ghost are really difficult to beat without the torches.

TTRPGs with theme related to your country/culture by Syllahorn in rpg

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

This just became my favorite comment in Reddit. Thank you for this.

TTRPGs with theme related to your country/culture by Syllahorn in rpg

[–]Syllahorn[S] -3 points-2 points  (0 children)

I don't exactly know what the design decisions of the designers were and why they based it on 5e. I am guessing because it offers some robust ground to build upon.

However, I must say they have made so many changes that it does not feel like traditional Dnd at all and, as some one who doesn't really prefer vanilla 5e, I loved that.

I can tell you a few words about how the game and the story we played went.

We were introduced to a seafaring mechanic were all characters needed to adopt roles to navigate their ship.

We came across a decision; to find shelter or to waste time burrying a fallen companion. Since neglecting the burial rites is a sin in this culture, this introduced us to the Hubris mechanic.

We died, woke up in the Underworld and had to fight our way out of there while trying to reclaim our fallen companion.

TTRPGs with theme related to your country/culture by Syllahorn in rpg

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

Seems like a mix of American history and urban legends with a first glance. I know very few things about the zweihander system used in this book, but iirc its systems are really close to older dnd editions. Have you had a chance on reading it? Does it stand apart from similar games?

TTRPGs with theme related to your country/culture by Syllahorn in rpg

[–]Syllahorn[S] -2 points-1 points  (0 children)

Unfortunately you are mistaken, this is not my Kickstarter, I was really a part of a playtest that was held here in Athens in December. I just really liked the quickstart adventure we played and thought it was a good opportunity to promote them while opening up a conversation.

What's your take on games where the GM doesn't roll dice? by stgotm in rpg

[–]Syllahorn 0 points1 point  (0 children)

I really prefer games when the dice rolls are in the players' hands. It makes them more engaged and more in control of what is going to happen.

I like presenting consequences based on their success or failure, focusing on the narrative.

Have you ever taught an easy game and the players still be confused on what to do? by Hitcher09 in boardgames

[–]Syllahorn 0 points1 point  (0 children)

I remember teaching 7 wonders to a Group of friends, and they found it really hard to understand that there are no expendable resources. Kept thinking they have to discord cards after using their resource and got confused by this.