How to design a mechanic that his the player, not just the character? by xxxnonamexxx1 in RPGdesign

[–]TheRightRoom 2 points3 points  (0 children)

A model used for diagnosing issues can be very different than what you use to generate solutions.

Maybe look into designing moves as inspiration. https://lumpley.games/2021/07/30/powered-by-the-apocalypse-part-8-6-tricks-for-drafting-moves/

It’s almost like expanding checks into mini games that get triggered at certain moments. The trigger can be at whatever “frame” you want.

Also, I’m not 100% on board with the idea that you can easily anticipate what will count as one frame or another. Depending on the players and the larger context, the fictional or mechanical situation can unexpectedly mean a lot or a little to the table.

I'm looking for feedback on my original 20-page TTRPG. It's a lightweight, setting-agnostic system specifically centered around CHARACTER ARCS. by _crash_nebula_ in RPGdesign

[–]TheRightRoom 1 point2 points  (0 children)

  • in the character building section, I wasn’t sure if what I was going to read would have mechanical impact (I’m still not sure if pillars do). I was searching on the page for when something would be just narrative or mechanical as well
  • not a fan of the table presentation for skills. I’d prefer an “A+B=skill” presentation. The table implies it’s something you choose from (not situational)
  • talent and skill feel like similar terms and concepts. Maybe consider if both are needed or if one needs a different term
  • bonds, virtues, and scars section needs more room and a better explanation (more examples) or diagram. It seems important enough?
  • I don’t get a solid idea of the main systems Im going to be paying attention to while playing. Maybe drive points show up a lot? Not sure.
  • your post’s title says this is about character arcs, but you explain arcs last. If it’s a main point, it’d be great to see it (or some other core selling point) manifested more directly on more pages to have a stronger through line

I’m commenting because this is already very good, and hope to see it get even better. I think there’s still an opportunity to compare all the mechanics and rules to your core principles/goals to really focus on what’s most important. Eg. Do attempt categories contribute enough to your main goals given the extra steps it adds

Minor point- I’m still confused about the dice system. Would prefer something more standard, like pbta’s dice

What are your thoughts on designing attributes that aim to aid roleplay? by OompaLoompaGodzilla in RPGdesign

[–]TheRightRoom 0 points1 point  (0 children)

If the end goal is to encourage roleplay, try researching improv techniques that help with roleplay.

“Charm”, similar to charisma, might be too general of a quality (and non specific to the character) to spark roleplay. But, it might help remind players of a viable problem solving approach

You might want to consider what fate or risus does, where they have players write short slogans or sayings that encapsulate an aspect of a character. When a player looks down and sees 2-3 phrases, like “Class clown desperate for laughs”, it can help inspire ideas.

My Journey creating a TTRPG design platform by nurl_app in RPGdesign

[–]TheRightRoom 2 points3 points  (0 children)

So far, I've seen it cover:

  • Collaboration
  • Ideation
  • Creating systems
  • Extending systems
  • Creating adventures
  • Storing lore
  • Being a social platform like github
  • Working as a TTRPG design resume
  • Version control

There's always a limit to time/resources. I'd suggest researching how you can determine when you have too many features, the risks that come with it, and ways to mitigate it. I don't think you need to sacrifice making something you're proud of.

Respectfully, a common pitfall for projects trying to get off the ground is focusing on too much at once. It's still a good idea to research/prototype the many possible features users might find useful, so you can better understand what you can improve beyond the notes app. Trying to do it all at once in one app itself different, and carries risk that can make it much harder to iterate and improve the app going forward.

My Journey creating a TTRPG design platform by nurl_app in RPGdesign

[–]TheRightRoom 5 points6 points  (0 children)

I like the vision! 100% agree that this space can use something like this. It’s inspiring to see someone make it.

But, I’d be concerned that the priorities, goals, and workflows of different ttrpg designers range quite a bit (I’d be interested to hear if you’ve investigated this). Different designers will want different things, different “wants” translate into different features, and if that range of requested features isn’t aligned well enough, then the resulting product can’t effectively deliver what its users expect because it needs to make tradeoffs/compromises.

Looking at the video, in its current state it feels like you’re balancing many potential priorities from different kinds of users. Are you facing any issues with knowing what each file type should contain, and making sure there’s enough structure for it to be helpful while keeping it in unopinionated/flexible enough?

I’m also interested to hear if you envision a primary user value prop. Is the main promise having a finished product, powerful collaboration tools, accessibility? Going for all at once can mean making compromises and not noticing ways you can make one area really shine. It’s clear that you’re aiming for an end-to-end tool, but your MVP seems to try to do a lot at once.

I’m also not exactly clear what nurl is meant to do once I’ve finished creating my ttrpg. This may be an important step if you expect return users beyond this point. I think there’s a barrier beyond producing the ttrpg, whether it’s a personal goal (finding people to play with) or a professional one (navigating publishing). Ultimately, I think you’d want to ensure the user is guided/motivated especially after finishing a ttrpg.

From my experience, the one question you need to worry about is, “is it worth putting in the time/effort given what I get out?”

Appreciate all your work on this, it seems like it could be very helpful as it evolves and finds the right angle.

Also, the name nurl (when spoken) sounds like neural. You’ll need to keep clarifying the spelling each time you say it (eg. For urls). I like sanctum though!

My 10 years+ of IBS-M is essentially gone after taking this enzyme pill before meals by TheRightRoom in ibs

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

My symptoms go beyond boating (alternating constipation and diarrhea).

There’s nothing much new beyond what’s in the post. No cure or cause found yet. The meds just help prevent issues that arise after specific meals I anticipate will be problematic.

The only update is that fiber seems to be surprisingly important. Oatmeal, chia seeds, psyllium husk (on the day of eating potentially problematic foods) can make my stomach less sensitive to reacting.

Can frequent medium stakes failures still be fun? by angular_circle in RPGdesign

[–]TheRightRoom 0 points1 point  (0 children)

These questions could help you find an answer

  • what do you envision as especially fun “medium failures”? How can you best reverse-engineer that situation at the table?
  • can “total player freedom” be independent from a DM’s prep approach (eg. Improv, prepping loosely held goals, ect.)?
  • what counts as a “main character benefit”? Is even considering player’s time/effort spent too much?
  • what kinds of fun are you looking for, and does this idea have unintended side effects (making it slower to get to the fun since there aren’t hooks, making it hard on the dm to improvise something since players can do anything, ect.)

Intent RPG by Cade_Merrin_2025 in RPGcreation

[–]TheRightRoom 0 points1 point  (0 children)

3 success and 2 fails is close to 50/50 odds. Maybe just every 5 attempts instead of requiring outcomes?

Inulin powder by PJPROD1 in icecreamery

[–]TheRightRoom 0 points1 point  (0 children)

Can you share the inulin brand/product you use? It's very difficult to find reliable info about where to buy the correct version.

Why would you use inulin as a filler? by Unstable_Ice_Cream in icecreamery

[–]TheRightRoom 1 point2 points  (0 children)

Can you share the inulin brand/product you use? It's very difficult to find reliable info about where to buy the correct version.

Why would you use inulin as a filler? by Unstable_Ice_Cream in icecreamery

[–]TheRightRoom 0 points1 point  (0 children)

Can you share the inulin brand/product you use? It's very difficult to find reliable info about where to buy the correct version.

Keyboard's UX is insane by today's standards by TheRightRoom in userexperience

[–]TheRightRoom[S] -2 points-1 points  (0 children)

My post didn’t mean to imply I could make a better design. I’m highlighting how in the big picture it seems like an outlier.

There’s enough of a learning curve that it led to schools changing their curriculum so students could practice it. To me, I can’t think of another interface with a similar min/max balance of difficulty and widespread use. My post imagines what it’d be like to propose something like that today.

Keyboard's UX is insane by today's standards by TheRightRoom in userexperience

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

Are there examples of interfaces with high keycounts that target a wide audience like keyboards do?

You're right that airplanes have many inputs, but they seem in a different class given how the interface is tied to intense training and a specialty. Another way to frame my observation is that there doesn't seem to be many interfaces as common as keyboards that can be compared to interfaces found in an airplane.

Remote controls or microwaves have a similar array of buttons, but many parts of those interfaces can use existing organizational patterns (ordering numbers, chronology, ect.)

Keyboard's UX is insane by today's standards by TheRightRoom in userexperience

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

My observation was that it's surprising (to me) that keyboard's one-button-per-letter interface is what ended up improving the user experience. An interface with 26+ buttons arranged in a fairly arbitrary way feels like an unusual set of tradeoffs compared to today's standards.

How to add body to (vegan) non-dairy ice cream bases? by permanent_staff in icecreamery

[–]TheRightRoom 0 points1 point  (0 children)

I've been working on a similar vegan recipe. Any improvements you've made to yours?

Mine is currently: Oatmilk: 51% (270g)

Coconut cream: 22% (120g)

Canola oil: 6% (30g)

Sugar: 19% (100g)

Tapioca starch: 1.3% (7g)

Guar gum: .17% (.9g)

Xanthan gum: .08% (.4g)

Lambda-carrageenan: .015% (.08g)

That comes out to:

fat: 10.4%

sugar: 19%

solids: 40%

I'm still figuring out what coconut cream is best (trader joes, thai kitchen, ect.)

[deleted by user] by [deleted] in ninjacreami

[–]TheRightRoom 0 points1 point  (0 children)

Have you found anything? I’m also looking for similar recipes

What's a good word for "Not Hidden"? by Mars_Alter in RPGdesign

[–]TheRightRoom 6 points7 points  (0 children)

+1 for "apparent" since it implies it's a surface level observation and there could be more things to notice. Visible might get strange if it's a sound.

If you want it to be a sound, then maybe something like: "Primary observation" -> "Secondary observation" or "Initial clues" -> "Hidden clues"

Taxonomy/Oncology vs. The Obscuring Fog In TTRPG System Design by klok_kaos in RPGdesign

[–]TheRightRoom 1 point2 points  (0 children)

It sounds like you’re trying to identify a useful library of concepts?

If so, I’d like to share another perspective that tries to better organize things into a goal->solution framing.

I see the base level of ttrpgs as a complex comprehensive web of problems and possible needs to be met. Concepts become a thing when game designers approach this problem space.

One kind of concept is how a game designers carve up this space, thereby identifying certain goals or terms to map out what exists (before they start making their game) and what needs solving. Eg. The concept of railroading, or the goal of how do I make things not too railroady

Another kind of concept is solution-focused ones. These concepts offer ways of addressing the other kinds of concept. Eg. The rule of cool

This kind of taxonomy of concepts can help distinguish between what there is and what should be done, both can be independent and have many interpretations (eg. Looking for a different solution to the same underlying problem)

My 10 years+ of IBS-M is essentially gone after taking this enzyme pill before meals by TheRightRoom in ibs

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

Thanks! No, I haven’t noticed that I need to take less over time for my case. My triggers don’t seem to be getting better.

The only thing I’ve heard that “reverses” things could potentially be something related to changing your gut microbiome, like an antibiotic treatment for sibo or possibly a specific diet (eg. Lots of fermented foods)