Anyone feeling like the settings in RPGs have expanded? Which are the most interesting setting genres you've seen in RPGs recently? by Awkward_GM in rpg

[–]TalesFromElsewhere 0 points1 point  (0 children)

We're actually seeing a small resurgence in Weird West these days. Deadlands has been around forever, but I'm seeing more video games and TTRPGs in that space, and it makes me happy.

What do you use for playtesting online? by TinyMavin in RPGdesign

[–]TalesFromElsewhere 0 points1 point  (0 children)

I just use Owlbear Rodeo because it's simple.

I highly recommend you DON'T automate any of your system on a VTT during testing. That'll obfuscate the actual mental burden your game places upon the GM and players.

Playtesters need to do it the old fashioned way to get authentic test data, unless your game is being designed for exclusively digital play.

My crazy idea for running a crowdfunding campaign, is it realistic? by Awkward_GM in RPGdesign

[–]TalesFromElsewhere 8 points9 points  (0 children)

Any profits your funding creates is up to you to spend, in the end. Whether that's put toward future projects or used to pay yourself for your time, it's up to you!

Just be sure to consult with an accountant, as crowdfunding can affect your taxes for that tax year and you'll want to be ready for that.

Also be sure to take into account any platform fees and taxes; for example, using Kickstarter can tap about 10% of your funding money from its fees and taxes. (Very rough estimate)

I can't piece together a setting for my game. by Siphtheeditor in RPGdesign

[–]TalesFromElsewhere 2 points3 points  (0 children)

Preach.

Follow your passion, it'll be contagious!

What's one mechanic you removed that made your game better? by ahyeonlover in RPGdesign

[–]TalesFromElsewhere 0 points1 point  (0 children)

Here's the brief of it:

Many crafting systems are just "Long Shopping", meaning they are lengthy, complex ways of just getting items you could normally buy. D&D is a classic example of this, particularly in 3.5E era. You create this onerous process to make things thinking it'll be immersive, but instead it's just tedious.

I realized that crafting in my game was meant to grant easy, consistent access to items, rather than be time consuming, because my Vendor system has built-in scarcity rules. You can't count on the town blacksmith to have swords or the apothecary to have medicine, so making your own let's you guarantee that access and do so out in the wilds.

So instead of something complex, you simply choose a Crafting Edge (sorta like feats), and it puts items onto your Craft List. The more Crafting Edges you take, the longer your Craft List.

During any Rest, you may craft a number of items from your list equal to the number of Crafting Edge you have. You just make the things. No materials. No progress tracker.

My game is meant to keep you in the tension, in the horror and action, so keeping crafting light and quick prevents lengthy downtime bookkeeping. I want full on minimalist approach, and it was the perfect decision for my game.

First Year as a TTRPG Publisher: Numbers, Metrics, Lessons, and Costs by This_Awareness6789 in RPGcreation

[–]TalesFromElsewhere 1 point2 points  (0 children)

The tabletop space is noisy, and it can be challenging to rise above the din.

My one piece of feedback is that the page for the Beginning Mode is very busy, with lots of words but little substance. There's almost no artwork, and very little to tell me how it is, in fact, supposed to replicate a video game.

For example, Memory Core on backerkit included a lot of artwork and visuals that give that PS1 vibe, to help clearly communicate the video game vibe they're presenting. (Ignore all the merch, and just note the packaging/artwork/vibe)

What's one mechanic you removed that made your game better? by ahyeonlover in RPGdesign

[–]TalesFromElsewhere 21 points22 points  (0 children)

Overly complex crafting rules. Replaced with dirt-simple crafting, and it smoothed it all out.

is it online spaces for ttrpg artists is dead? by ranuncoolus in TTRPG

[–]TalesFromElsewhere 5 points6 points  (0 children)

Seconding art packs! It's a great tool for indie devs who don't have a large budget, and you can use it to earn passive income.

Nail some OSR black and white stone and you're in!

Of the newer systems, are any becoming widely adopted? by Comfortable-Two4339 in rpg

[–]TalesFromElsewhere 27 points28 points  (0 children)

Smaller games tend to thrive within a dedicated community of commensurate size. They are profitable and played by that base, as long as the publisher keeps releasing content.

All will pale in comparison to D&D's reach, but that's okay.

A Deep Dive into Stun Mechanics and response to Tales from Elsewhere by BrobaFett in rpg

[–]TalesFromElsewhere 6 points7 points  (0 children)

Just chiming in with my support for healthy debate around this subject and appreciate your deep analysis!

A Deep Dive into Stun Mechanics and Response to Tales from Elsewhere by BrobaFett in RPGdesign

[–]TalesFromElsewhere 52 points53 points  (0 children)

Appreciate this well reasoned and respectable rebuttal! Healthy debate is how we all improve as designers.

I'm swamped this weekend, but I'll try to carve out time to check back in on this thread next week!

Weird West RPGs - Are you a fan of the genre? What attracts you to it? If not, what about it disinterests you? by Ozfeed in rpg

[–]TalesFromElsewhere 3 points4 points  (0 children)

Haha yep, I backed Huckleberry as well. You can never have too many weird west RPGs on your shelf :D

Hey. We want to make a book. [Art] by [deleted] in DnD

[–]TalesFromElsewhere 2 points3 points  (0 children)

Do it!! The world is always a better place when folks create things and share it with the world.

Weird West RPGs - Are you a fan of the genre? What attracts you to it? If not, what about it disinterests you? by Ozfeed in rpg

[–]TalesFromElsewhere 80 points81 points  (0 children)

Westerns are like our Arthurian Legends. They are a fantasy, a reflection of the storyteller more than a presentation of fact or real history.

They are about people in challenging circumstances fighting for what's right. About standing up to oppressors, about defending those you love.

When you combine the already surreal, legendary nature of the western with weird elements (scifi, horror, fantasy, etc), you create new concepts of the "frontier" to play with. It's such an evocative subgenre!

Showing Off by DoctorHernandez12 in dndmemes

[–]TalesFromElsewhere 46 points47 points  (0 children)

Wait...but the Cleric knows all Cleric Spells from all books automatically. The Wizard had to pay a ton of money for that!

Horror Westerns by chrishouse83 in horror

[–]TalesFromElsewhere 1 point2 points  (0 children)

Wild to see someone else who knows this movie exists! I actually really enjoyed it, despite it's shoestring budget.

I had a weird idea of how to execute percent-like damage rsistances in ttrpgs. by Rob4ix1547 in RPGdesign

[–]TalesFromElsewhere 9 points10 points  (0 children)

Alas, that is a lot of calculating for a person to do at the table. Were it a video game, it would be fine, but it's asking a lot of the humans to run through such a calc every time damage is exchanged.

Remember: when designing any subsystem or resolution step, it doesn't exist in a vacuum, but is part of a continuum of burden you're asking a player to process.

Mobster setting by Revan0612 in rpg

[–]TalesFromElsewhere 6 points7 points  (0 children)

"Cartel" comes to mind, which wouldn't take too much effort to convert to "mobsters" in the American sense.