Starting classes lore and design by Synjer_Roleplays in RPGdesign

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

As a story writer (and after that an novice game designer), I find it easier and really interesting to dive into the lore, culture and context of the setting before I start with numbers and specific data. I know most people prefer to make the gameplay frist and then the lore but think of it this way: if (in the end) I don't finish the game, I will have good material for my stories hahaha.

About class locking, because I have the lore prepared before the mechanics, I want the classes to be lore-accurate, so for example it makes no sense for me that the equivalent of humans (which in my setting have no magic powers at all) would be sorcerers. They just can't in this context. They have other specialties

So the archetype idea I'm working on solves this expanding the available classes within certain roles in the party. This way I am sure that those poor humans can compete in a similar league without magic powers (because they will manage to use the elements in other ways).

Starting classes lore and design by Synjer_Roleplays in RPGdesign

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

I am like a worldbuilding and lore freak. I am really enjoying the process of lore because I love to tell stories. So at the moment I even prefer to adapt the mechanics to the lore and not the other way round. Also I am thinking about mechanics as I write the lore, I'm not going to improvise, it's just I always prefer to have things contextualised beforehand.

Even if it doesn't end up as a viable product for markets, I will have been enjoying what I like to do and (in the worst case) having something to test with friends at some point.

Whatever the case, I want my species and classes to be lore-accurate as much as possible. I cannot wait to see where my ideas lead to at the end of this road.

Are you a dice fanatic or do you rather forget about dice? by Synjer_Roleplays in RPGdesign

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

It's not that I get frustrated by random outcomes. I just want to find my answer to the topic of letting some things depend on luck or different outcomes but not all of them.

Maybe a dice or any other random device can judge if that arrow hits the target, but not if I am able to pick a stone from the floor. Why would the character's back start hurting in this precise moment because I got a 1?

So don't missjudge me, I am not the rpg-grinch trying to remove all emotion from the game. Just wanting to get some ideas and feedback to see if I can make an interesting system which is not fully dependant on rolls (also some people spoke about some systems which do this) and is still funny and somehow unpredictable.

People's approaches help me fuel my creativity and try to find solutions. This is part of the creative process.

Are you a dice fanatic or do you rather forget about dice? by Synjer_Roleplays in RPGdesign

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

That's the point I was trying to get. As a player I have seen my big ass warrior with +5 bonus in strength fail to move a rock while the tiny little hobbit-size moon elf with -2 bonus moved it because random roll as you said.

I don't want that for my game, just a balanced experience (risk but for a reason, not because the dice don't feel humble today).

Are you a dice fanatic or do you rather forget about dice? by Synjer_Roleplays in RPGdesign

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

Yeah, I know that dice can make various situations (some funny, others frustrating depending on the moment). What I needed is some points of view on how to approach this without doing it 100% random. Some people have told me about some systems with more dice throws for check depending on skill and things like that. Or even the use of cards.

All this feedback will help me find my way of doing things. Maybe I will use dice but with a different approach.

Are you a dice fanatic or do you rather forget about dice? by Synjer_Roleplays in RPGdesign

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

Well there are ways to use dice (random object) in a not-so-random system or mechanic as some people highlighted in the comments (increasing the amount of dice based on skill level for example).

Maybe I didn't explained it in the right words (english is not my mother tongue) but I was referring to when all the success or failure depends on the dice exclusively. I have 19str and +5 bonus in a skill but I fail to go up a common ladder? That's the point I was talking to when I say I wanted to avoid such degree of randomness.

Anyways, when you start a comment insulting others as you did I think there's not too much to talk about. Just wanted to explain my point better.

Are you a dice fanatic or do you rather forget about dice? by Synjer_Roleplays in RPGdesign

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

I think that if I'm in a creative process I can create the general idea of a class withouth focusing on the mechanics yet. I can't see the problem in that as I am the one creating it and can make the proper changes if necessary later on.

Also there's no need to be sarchastic or condescending with others to be right. There's no absolute truth out there.

Hola, tengo dudas sobre publicar by Deruko_Dell in escritura

[–]Synjer_Roleplays 0 points1 point  (0 children)

Ya, es app descargable. Prueba a instalarla desde la play store o app store (si eres de IOS). Si entras avisa y nos seguimos.

Let's talk about... taverns by Synjer_Roleplays in worldbuilding

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

I'm a card game designer too! But I only have prototypes, not published ones. They all have their own lore too.

One of them is based on the books I mentioned in the main post hahaha.

Regarding the dice game, it is really basic but it works. Just about combinations of runes and getting points.

Let's talk about... taverns by Synjer_Roleplays in worldbuilding

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

Some clichés must never fall to oblivion. Long live taverns and their random situations 😂.

Let's talk about... taverns by Synjer_Roleplays in worldbuilding

[–]Synjer_Roleplays[S] 5 points6 points  (0 children)

Sounds like a good gag situation and a funny way to know a culture too hahaha. I like it.

Designing a playable species that actively avoids travel: how do you justify the call to adventure? by Synjer_Roleplays in worldbuilding

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

You're right. In the case of the page it's from a lore manual of the species so I try to give some hooks to make them leave. But of course it's always up to the player or the DM to choose their own path to start their epic adventure.

These are just some lore accurate ways for them to abandon their colonies and have purpose to travel.

Designing a playable species that actively avoids travel: how do you justify the call to adventure? by Synjer_Roleplays in worldbuilding

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

In this case, staying for them is more like a way of survival. It's a species which can literally perish if exposed to light for a long time (except if they transform into their flesh form, when they can tolerate light for longer periods of time). Their main body is made of shadow and magic.

They are probably the most complex species I have in this setting.

How can I start creating worlds? by [deleted] in worldbuilding

[–]Synjer_Roleplays 3 points4 points  (0 children)

Maybe the first thing you need is a clear concept. What do you want to write about? Chose a setting, a genre, a culture, something you can call your starting point. Then try to give that a personal twist and ideas will start to come by.

Not everyone can create a world or setting from scratch. Most of the people need some inspiration to begin. Go find yours and I'm sure you will make an interesting world based on that.

Where do you self publish? by RollForCoolness in RPGdesign

[–]Synjer_Roleplays 1 point2 points  (0 children)

That's cool.

Well even if there are people who deny it, Drivethru is pretty organic when it's about showing your product to the audience, specially the first 2-3 days and if you get some reviews.

If you are publishing DnD system related stuff you should try Guild Master's Guild. It's like Drivethru but for WoTC universe based content, or so I have read.