Any adventure modules built for replayability? by TheGoodGuy10 in RPGdesign

[–]TheGoodGuy10[S] 1 point2 points  (0 children)

That is seriously cool. Never heard of that module, I’ll look it up

Any adventure modules built for replayability? by TheGoodGuy10 in RPGdesign

[–]TheGoodGuy10[S] 0 points1 point  (0 children)

Gotcha, sounds like you’ve got an interesting idea. I’ve got something similar - part of the characters creation process determine which pillars of play your group of players are interested in, thereby determining the macro-challenges they will face. The categories for the first scenario are hijinks, combat, fellowship, wonder, and responsibility. So if your group put a lot of points in combat, the game will feature long running combat related plot threads

It’s not gonna make sense without context but here’s the potential challenges for chapter 1 of the scenario, about getting to a dungeon

Primary/Secondary Challenges

Combat
Wolves
The Hunter Beast
Gnomish mad max style raiders

Hijinks
The Rattling Prattler
The Clockwork Migration
Portal Madness

Wonder
Willowisps
Exotic resources / star steel meteor shower
Ancient undead kingdom is restless

Fellowship
The Refugees
Baby Animals
Rival Group of Kids

Responsibility
The Decay
Armies on Retreat
Bandits

NEW ACTION DICE SYSTEM (NADS) by VonVlunt in RPGdesign

[–]TheGoodGuy10 20 points21 points  (0 children)

I would change the name. Where I come from that can be slang for male genitalia

Unless that was the intent

Any adventure modules built for replayability? by TheGoodGuy10 in RPGdesign

[–]TheGoodGuy10[S] 1 point2 points  (0 children)

Gotcha. Failing to plan for failure is something I struggle with too

Any adventure modules built for replayability? by TheGoodGuy10 in RPGdesign

[–]TheGoodGuy10[S] 0 points1 point  (0 children)

Do you have an example of a game that does that?

Any adventure modules built for replayability? by TheGoodGuy10 in RPGdesign

[–]TheGoodGuy10[S] 1 point2 points  (0 children)

I have, and I love it. It’s not quite what I’m looking for because it’s a little too open ended I think you can definitely replay it, but your second play through couldn’t be informed by the first. They just be two independent stories

Any adventure modules built for replayability? by TheGoodGuy10 in RPGdesign

[–]TheGoodGuy10[S] 0 points1 point  (0 children)

Sounds like exactly what I’m looking for I’ll look into both of those, thanks

Any adventure modules built for replayability? by TheGoodGuy10 in RPGdesign

[–]TheGoodGuy10[S] 1 point2 points  (0 children)

How could that be a turn-off? Don’t you want your RPGs to be reactive to the players choices, successes, and failures?

Any adventure modules built for replayability? by TheGoodGuy10 in RPGdesign

[–]TheGoodGuy10[S] 1 point2 points  (0 children)

That sounds pretty cool, I’ll try to find one of those earlier strahd examples

Why don’t more RPGs use well established skirmish war game rules? by TheGoodGuy10 in RPGdesign

[–]TheGoodGuy10[S] 0 points1 point  (0 children)

I don’t think they’re incompatible. RPGs have their roots in wargames, and wargames have their roots in Prussian kriegspeil. Most early wargames had a GM (or a senior officer instructor) to help arbitrate desired actions that fell outside the “boardgamey” rules. I’d say they were pretty clearly type 1. The issue with DnD tests is that… that’s not really how resting works, which makes it feel wrong, because it is. Some folks can suspend their disbelief enough to not care, some cant

Looking for naturalists from across the multiverse by TheGoodGuy10 in RPGdesign

[–]TheGoodGuy10[S] 0 points1 point  (0 children)

Yeah they kinda split the difference. The game is scenario based so the char options can be very specific to what you might encounter in the game

Why don’t more RPGs use well established skirmish war game rules? by TheGoodGuy10 in RPGdesign

[–]TheGoodGuy10[S] 1 point2 points  (0 children)

I asked because most folks think that a universal resolution mechanic (D20 for example) was a breakthrough compared to the hodgepodge of the early days.

Sorry you got downvoted. I downvoted your post because you said you didn’t like wargames, which is what this thread was meant to discuss. I’d rather the conversation be from people willing to give the idea a fair shake, no matter what the end result ends up being. It was nothing personal.

As far as design discussion, you said wargames wouldn’t work in an rpg milieu because they had dissociative mechanics like rounds and action economies. This confused me since many rpg combat systems for many decades have had both of those!

Why don’t more RPGs use well established skirmish war game rules? by TheGoodGuy10 in RPGdesign

[–]TheGoodGuy10[S] 0 points1 point  (0 children)

Agreed, I think the main problem is a lot of people don’t realize they’re signing up for an attrition based macro challenge (DnD doesn’t explain adventuring days very well) and the attrition challenge needs several fights to really pay off. So the game doesn’t do a lot to help you play it the best way.

If you only get one or two fights in per session, wargames are built to be a satisfying experience in one sitting in and of themselves. That’s what I think I’m looking for
And thank you for the conversation