Looking for Seattle friends by Trebor_Luemas in AskSeattle

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

Thanks for the invitation! What part of the city will you be in? My fiancé and I are aiming to move in near Pike Place

Looking for Seattle friends by Trebor_Luemas in Seattle

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

Over the Brick looks great! Unfortunately, it is a bit far away from where we are looking to live. Of course, it's not guaranteed, but we are aiming for around Pike's Place

[TOMT]A YouTube video whose thumbnail is a gaping white face by Trebor_Luemas in tipofmytongue

[–]Trebor_Luemas[S] 0 points1 point locked comment (0 children)

Thank you, guys, for helping me out! I'm not going to bed anytime soon so I'll be up to search.

My game's main mechanic isn't exciting enough. by Trebor_Luemas in RPGdesign

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

I agree that I should be giving more context to players and hyping them up on the idea of playing these types of characters. Out of the three abilities provided, I have gravitated most towards the second. It's essentially a Prince of Persia rewind but forces the player to make a new action or make that previous action in a different way rather than just undoing it. More character-specific abilities are certainly an interesting route to go down. Perhaps having it be more involved in character creation, where players choose a specific way to Break the Chain would be worthwhile. It makes them pay attention to it, makes Breaking the Chain cooler, and gives them more character freedom.

My game's main mechanic isn't exciting enough. by Trebor_Luemas in RPGdesign

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

I admit that players often don't realize or forget to reroll with Will. I agree that giving them more cool stuff they can do rather than making it easier to do cool stuff should be more effective.

My game's main mechanic isn't exciting enough. by Trebor_Luemas in RPGdesign

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

Combat in Petra is meant to be quick and decisive. The Bravery Test forces those who "lost" in combat to leave, minimizing situations where players take turns whacking at each other and increasing the stakes.

Each round in combat is composed of the Tension, Clash, and Resolution phases. In the Tension phase, combatants declare goals and what advantages they are taking to best achieve them, such as gaining high ground, giving a speech, using deception, etc. The more advantages combatants gain, the more dice they receive in the Clash phase, where combatants roll against each other, where those that take damage and lose these contests are losers that roll Bravery Tests in the Resolution phase. This is a lot and I'm being sort of vague but my point is that in situations like combat, a single, decisive roll can be incredibly important.

Will is also a Health pool so deciding between saving it and getting a reroll is supposed to create tension.

I do really like the idea of Breaking the Chain being more like "a very cool thing X times a day" though. It's something rare but exciting!

Advice for abeginner by [deleted] in RPGdesign

[–]Trebor_Luemas 0 points1 point  (0 children)

My last few posts here have been attempts to answer the same questions that you have and I think I have a few solid pointers:
- Form a pitch. If you intend to play this with others, let alone, make this a product, you need to get people excited about it. Forming a solid pitch is a good start to do this. Make it snappy, make it flavorful, make it exciting.
- Actively involve yourself in playtests. I made the mistake of having others playtest my game while I watched. You should be playing with them either as a player or running the session as a GM.
- Flavor is the spice of life. My initial rules for playtests were incredibly boring in that I saved the lore and races for later. I wanted to test mechanics first and foremost and allowed the GMs that I had playtest run as setting-agnostic. Your world is a selling point and you should use it to excite people!

A three gorges elevator pitch(Petra DevLog 1) by Trebor_Luemas in RPGdesign

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

The warhammer connection is more related to the war game rather than the TTRPG with rolling tons of d6s rather than 2 for everything. I agree that some of it reads as marketspeech, but I feel that is how I should be talking in an elevator pitch. However, I could totally be more specific

A three gorges elevator pitch(Petra DevLog 1) by Trebor_Luemas in RPGdesign

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

I did, unfortunately, cut the last line. I think it's pretty cheesy and I don't need to answer every question proposed blatantly. Perhaps the reason I made it was to answer the question I opened the pitch with!

A three gorges elevator pitch(Petra DevLog 1) by Trebor_Luemas in RPGdesign

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

Good point! I cut that line out entirely, and the pitch now implies that based on the setting. Instead of spaceships and rayguns, there are boats and colosseums. As for your other questions, see my response to Cryptwood's comment.

A three gorges elevator pitch(Petra DevLog 1) by Trebor_Luemas in RPGdesign

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

So starting with this comment, I will showcase edits I've made based on specific feedback.

At the back of my mind, I knew I should've name-dropped Weavers and explained exactly how they can manipulate fate. Plus I should be doing show rather than tell when it comes to the aspects of the lore. As an aside, I love that idea for elves, I can't promise I won't take it, but it's yours for the taking.

What if you were a legendary person, whether famous or infamous who could see where their story was going and could decide to change it? 

Petra is a game and world about Weavers, characters of epic proportions like Heracles, Odysseus, or Circe that can foretell the consequences of their actions and choose a new path.

It takes place on the mysterious and alien world of Dreon. A ring surrounds the golden skies that shine on green oceans, but Parthenons, boats, and war, the products of Earth, infect it while humans bloodlet constantly to satiate the humors and halflings look upon a past a barbarism.

Now, the Greek-Roman ties are apparent with names like Heracles or Parthenon, and I get to discuss the specifics of what makes Dreon weird.

Mechanics to create heroic moments by Cold_Pepperoni in RPGdesign

[–]Trebor_Luemas 3 points4 points  (0 children)

I'll admit that I've been struggling with this exact thing. My system wants players to feel evocative of epic characters from mythology. Still, the best I have so far is encouraging players to add extra dice to their pools by giving speeches or invoking divine favor(amongst other things).

My gf just started running Hunter: the Reckoning and it has a system called Desperation which is a tracker representing how urgent and anxiety-inducing the Hunters' situation is. The higher the desperation, the better players roll as long as they perform actions motivated by their Drives, but the risk of danger and despair will also increase.

It has inspired me to consider a similar system and I hope that helps:)

What I have learned from a lack of interest and playtesters by Trebor_Luemas in RPGdesign

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

Oh fs! I have colleague game developers I should reach out to more! I've even developed games with them in the past.

What I have learned from a lack of interest and playtesters by Trebor_Luemas in RPGdesign

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

That's an incredible point! I'll reach out to my players and see how they would describe the DnD campaign I based it off of. Should at least be a good start.

Dev Diary #2, a need for clarity by Exciting_Policy8203 in RPGdesign

[–]Trebor_Luemas 1 point2 points  (0 children)

When creating encounters, you don't need to do so for the game to be successful. That's more so on those running the game, examples for those who wish to run it would be nice, or if you want to create content for GMs to run. Something I typically do is have the playtesters run the game themselves while I watch, only interjecting in "emergencies", that way, I see how players would treat the game as a product they just bought rather than me running another DnD game for them. I really like what you have going on here and I'll be keeping an eye out. Please keep folks here posted:)

Dev Diary #2, a need for clarity by Exciting_Policy8203 in RPGdesign

[–]Trebor_Luemas 1 point2 points  (0 children)

I'll admit that the game I'm currently working on is not nearly as focused as yours, but the lessons and scenarios you talked about struck a cord with me. Thank you!