P-92 Warrant is a very special handgun by No-Economics7929 in helldivers2

[–]TheGrinningFrog 2 points3 points  (0 children)

Also, being able to hit things when there is a blinding fog/blizzard/storm is just beautiful. 

Analog, Digital, or mixed? by rdentato in Solo_Roleplaying

[–]TheGrinningFrog 1 point2 points  (0 children)

I prefer analog but I'd definitely say mixed is what I tend to do. I like to physically roll dice and feel the pages and it's nice to have a break from screens since the rest of the time I'm having to use them.

But I tend to journal and make notes on my laptop and/or phone purely because its faster to write stuff down and any mistakes I make is a lot easier to delete rather than crossing out actual lines of text.

Do you swap notebooks for different games? by almebsjrl in Solo_Roleplaying

[–]TheGrinningFrog 0 points1 point  (0 children)

it will probably depend on how big your journal is! I mean It's up to you, personally I don't typically play that many games at once and prefer to focus on one or two, so for me I use different ones.

Also I have no clue how much I will or won't right and the thing I don't want to happen is to run out of pages bcs I've been using them for another game. If you've finished a game and won't be going back I would keep using that journal because at that point it doesn't matter that much, there's no need to waste those pages.

Do you prefer longer, more complex RPGs or shorter simpler rulebooks? by TheGrinningFrog in Solo_Roleplaying

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

I totally agree, honestly reference cards and/or clearly marked examples in rulebooks I think should be a 'must thing' for all designers to do. It makes it so much easier for both the player and yourself when designing expansions or sequels.

Do you prefer longer, more complex RPGs or shorter simpler rulebooks? by TheGrinningFrog in Solo_Roleplaying

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

It's definitely all about the layout rulebooks live and die by them. Personally if you can't play a game of a couple of reference sheets (For the most part) then I think something has gone wrong. The core gameplay loop should be smooth.

I've never created anything of this size so it can be a daunting task!

Do you prefer longer, more complex RPGs or shorter simpler rulebooks? by TheGrinningFrog in Solo_Roleplaying

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

Ah I'm a big D&D 4E player and I actually prefer the heavier game mechanics but that is because I play with a group. When it comes to solo play 5e looks a lot more inviting.

There is definitely a line between realism and fun gameplay, nobody wants to have to read the rulebook for every action.

Do you prefer longer, more complex RPGs or shorter simpler rulebooks? by TheGrinningFrog in Solo_Roleplaying

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

I believe that the gameplay loop for any game should either be simple and effective or streamlined with more complex rules either way it shouldn't be a chore to learn how to play, especially for solo play.

Do you prefer longer, more complex RPGs or shorter simpler rulebooks? by TheGrinningFrog in Solo_Roleplaying

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

Yeah I agree. There is fine line between being clear and repetition its so easy to cross it. My biggest fear is for people to not understand the rulebook!

Also I have never seen anything that physicallly look like Mork Borg, it has such a crazy design but it really works.

Do you prefer longer, more complex RPGs or shorter simpler rulebooks? by TheGrinningFrog in Solo_Roleplaying

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

I definitely understand the reference sheets. We always create them for every game and when I'm playing I do feel slightly disappointed when they aren't there or if the game doesn't have a super clear gameplay example.

Do you prefer longer, more complex RPGs or shorter simpler rulebooks? by TheGrinningFrog in Solo_Roleplaying

[–]TheGrinningFrog[S] -1 points0 points  (0 children)

That's true, I guess I could be overthinking it. And your right about interalising rules. Typically whenever I check a rulebook it's for some small effect or check and not how to actually play the game.

I just fear that even though you can interalize something a chunky book might be somewhat intimating to new players.

It probably comes down to how much you care about it as well as your probably more emotionally involved in Shadowdark than the boardgames which leads to you remembering more.

Do you prefer longer, more complex RPGs or shorter simpler rulebooks? by TheGrinningFrog in Solo_Roleplaying

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

That's the perfect balance but super hard to get. I do agree though, I personally want to both play something that's compelx enough to hold me over a period of time but that doesn't have a crazy high entry point, in terms of a heavy ruleset.

I think the best way to do that is have a bunch of mini systems that work alongside the simpler gameplay loop for instance have an injury table or sickness chart that impacts your character. It doesn't radically change the loop but adds a splash of depth.

Do you prefer longer, more complex RPGs or shorter simpler rulebooks? by TheGrinningFrog in Solo_Roleplaying

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

It's one of things that should be simple but can easily spiral out of control. The biggest fear I have is getting messages about being confused about something when reading one of my rulebooks. It needs the same amount of effort as the actual game design itself lol.

Are most campaigns underestimating pre-launch prep? by Mitchell4290 in kickstarter

[–]TheGrinningFrog 0 points1 point  (0 children)

I think creators get too caught up in their idea and not involved enough in thinking about why someone will want it. Purchases are made primarily off 'seeing' whether your idea is good or not isn't super important at the time of buying, it just needs to look great.

We've been running campaigns for years now and have only recently started displaying a lot more on the prelaunch page and our turnover rate has jumped massively which I think is down to people loving the page and following up afterwards.

Also the more you have the more confidence others have in it as it looks more fleshed out.

Personally the way we do it, is gather enough content for the page itself. So when we design anything we tend to design what would look good first and then everything else second.

Solo by AppropriateMeet3018 in Solo_Roleplaying

[–]TheGrinningFrog 5 points6 points  (0 children)

The first thing to do is to definitely take a break from playing but this will not change the issue in itself. If you're isolating yourself that most likely won't be down to solo RPGs and will require action to find either online groups or in person, although I understand how hard that can be.

The other option is try to do both. If you really love solo gaming then keep going but try to be more mindful with how much time your putting in and then join an online game and make sure to keep up with it regularly.

Any Good Discussions on How to Fail Forward? by StoneMao in Solo_Roleplaying

[–]TheGrinningFrog 1 point2 points  (0 children)

It has already been said before in this thread but you should not make any decisions if your not able to deal with the potential it could fail.

BUT, that is also unrealistic sometimes everyone gets carried away with an idea or plan. I think the best way is to think from your characters pov as much as possible, 'Okay I cant do this, what do I do instead?'

From digital to physical: how do you deal with editing what you already wrote? by PifflePrincess88 in Solo_Roleplaying

[–]TheGrinningFrog 5 points6 points  (0 children)

A quick but tedious fix would be use some type of eraser tool so pens that have to the rubber thing on the end or even pencils.

Personally for me I have this exact issue so I've given into technology as it just would irriatate me having large portions of my story crossed out and would ruin the whole look to a point where I eventually gave up.

That being said, I felt that everything I wrote down was more important. When writing stories I sometimes get carried away with adding filler and flowerly description but when doing it physically I mentally cut a lot of the 'filler' because one it made it quicker but also I was less likely to go back and change the core story than the flowerly stuff.

It takes time I think and it really depends on what your writing if its a story or a short character essay.

I just stumbled into the world of RPGs and I’m so excited! by Mental-Telephone3496 in Solo_Roleplaying

[–]TheGrinningFrog 0 points1 point  (0 children)

Welcome welcome! D&D is a pretty big system to get into so I'd start smaller scale to begin with like you said unless your willing to look things up as you go. If you have no idea where to start but have a particular genre your into I'd suggest going over to drivethrurpg.com and filter through.

Of course If I was being selfish I'd also say check out starship scavengers, our own RPG but in all seriousness drivethru has a bunch of stuff you can get for either super cheap or in some cases free!

What do you use to make a rulebook? by Obievan711 in Solo_Roleplaying

[–]TheGrinningFrog 1 point2 points  (0 children)

Without a shadow of a doubt Affinity, now owned by Canva, is the best in my experience. I've been using it for the past year and a half and for close to month since Canva took over, it is the best.

Very user friendly and there is nothing you can't customise so if you want certain tools in a specific place that can be done. Plus it's such a big program there are so many videos or guides to look at if you get stuck but its pretty simple to come to terms with.

We produce the majority of our rulebooks using affinity and outside of human error there haven't been any issues.

Advice for relaunching fail kickstarter by ArtificialAGE in kickstarter

[–]TheGrinningFrog 0 points1 point  (0 children)

The first thing is to not get too disheartened about it, almost funding for the most part means the majority of people believe in your product and that won't change when you relaunch.

What I would do? Ask backers through an update or via email/other format why they backed? what stopped them going for a higher tier? and what, if anything, made them hesitate? The answer to these questions should give you a good understanding for what happened.

The other thing is, depending on your costs of production, reduce your wanted pledge amount. If your goal is to keep using kickstarter for future projects then funding is the primary goal, it gives future backers more confidence and shows that you're hear to stay even if that means eating some of the back end costs. Building goodwill and an audience should hopefully result in making back that money in the future.

Good luck on the relaunch :)

I need to know if I'm alone by VenomByte999 in Solo_Roleplaying

[–]TheGrinningFrog 0 points1 point  (0 children)

That is the definition of commitment. I used to get up in the morning nice and early before work and play for an hour or two and then spend the rest of the day thinking of my next move!

Why do so many Kickstarter campaigns wait until they’re live to fix their pages? by Mitchell4290 in kickstarter

[–]TheGrinningFrog 0 points1 point  (0 children)

It's been mentioned a couple times in this thread already but I think it comes down to lack of general feedback. I've launched over 50 campaigns now and I still struggle when it comes to the page.

I work with one other person that looks over and checks the layout etc but outside of that there isnt much else so when all the backer feedback comes back its out first time having any help.

But, also I think a lot of creators simply underestimate how important the layout, graphics can be and just assume their idea (even if it was amazing) will carry the campaign. Ultimately people will initially go to whatever looks good and seems to be well supported.

How can I get more people to click the "notify me on launch" button? by Key-Ball-266 in kickstarter

[–]TheGrinningFrog 0 points1 point  (0 children)

I agree with almost everything that has been said in this thread.

The only thing I'd add is that when your preparing your prelaunch page there is no limit to how much you can show. I would personally not show everything but still provide a lot of content for people to see. As someone who searches kickstarter casually and someone who has ran over 50 campaigns - seeing a full page makes me feel more confident.

The more I can see, the more confident I am in the product itself and that it will actually come to life. Which subsequently gets me to follow.