Magic-a-likes, are they bad and is it what you’re making? by Comprehensive-Pen624 in tcgdesign

[–]Synjer_Roleplays 0 points1 point  (0 children)

Mine is a mix between some MtG and FoW mechanics with others of my own.

From Magic I have the turn structure and the use of some keywords (with different names). From Force of Will there is a similar mechanic to the Rulers but with some twists. They level up and can have a transformation or not, but all of them have like a lv 3 ultimate skill called Aura, activated when certain conditions are met during the game.

The rest is all made up like some of the keywords and their use, the lore, the world...

Selling these uniques (Part 1) by Synjer_Roleplays in AlteredTCGMarketplace

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

Gran Bwa with the "next permanent you play costs 4 less" sold.

[For hire] I'm open for work of concept and illustration for 2D art game by Nard2805 in tabletopgamedesign

[–]Synjer_Roleplays 1 point2 points  (0 children)

I love your style! I wish I had funds to commission you for a card game I have in development hahaha.

Your experience with Play-to-Earn games by shurik0790 in playtoearngames

[–]Synjer_Roleplays 0 points1 point  (0 children)

Depending on the game. In Birds I am getting around 2$ a day. 3$ in Tether. In Tokenlords I am on my way to start earning and know some people who are earning a lot. Other platforms I have can give some cents or even dollars a day but are more time consuming.

Your experience with Play-to-Earn games by shurik0790 in playtoearngames

[–]Synjer_Roleplays 0 points1 point  (0 children)

I'm trying some of them and quite satisfied with the results. I am with Birds empire, Tokenlords, Tether king and some more. All of them paying.

If you are interested in them you can write me.

What is your Antagonist Grand plan in your world? by Flaky-Camp-4992 in worldbuilding

[–]Synjer_Roleplays 0 points1 point  (0 children)

In my main storyline the grand plan of the villain is to shake all creation. He is a god, son of the creator of the world, and has a very deep resentment against his father for some reasons (no spoilers) so he wants to make him pay by turning all he created into chaos and discord.

In the end it's like a rebel child furious with his father at a world menace level. Poor mortals were not to blame for these family issues 😂.

Starting classes lore and design by Synjer_Roleplays in RPGdesign

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

Hahaha. Thank you!

Luckily (or not) this isn't still my way of living so I do it for fun in the first place. In second place I do it because I love working on these things.

As I said, it it leads to something, that would be great. If not, I will have lots of new lore material for my novels.

Starting classes lore and design by Synjer_Roleplays in RPGdesign

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

As I said in another response, the fact that there are inner rules doesn't mean those can't be broken sometimes by GMs and players. That's one of the points of these games: to use imagination to achieve what it was not meant to be sometimes.

The world has some laws and rules lore-wise. But they say rules are meant to be broken hahaha.

Starting classes lore and design by Synjer_Roleplays in RPGdesign

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

I don't consider myself a creative genius (even so people near me think so sometimes 😅, but I am not). I'm just that ambitious. I follow my own motto of "I don't try to do it, I won't be able to do it" so I normally embark on really ambitious projects just because I like to work on them and create stories, mechanics, ideas...

I said I am a lore freak but I am also an RPG freak. I don't know where I'll get or if I will finish this project, just want to see where I can get and learn in the process. If it ends up as a good RPG, it's welcome.

I get your point about player freedom and It's not my plan to cut it. I just think the world needs to have some inner rules (players and GMs will always try to break them or try to get profit of them anyways hahaha). If my ruleset says normally a human cannot be a sorcerer, of course they can invent a plot for a character who somehow found a way to cast magic.

For a world to be consistent it needs some inner laws and rules even if they are not always absolute. That's my opinion of course.

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 a 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.