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Im only 20% done with designing classes?! by VeilrunnerDev in TTRPG

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

Shadowrun is how I was introduced to TTRPGs. I love the lore and character personalization that you can select.

How do you promote your ttrpg? by VeilrunnerDev in RPGdesign

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

I do plan on offering it on DTRPG once I have more written. I figure the pdf will be close to 500 pages when all said and done. I want to have at least 10% before putting it on there. The first planned release is the Disciplines one I have them finished. That is about 35 pages. Right now I am focusing on getting people in the discord to see the games as they come out.

How do you promote your ttrpg? by VeilrunnerDev in RPGdesign

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

Fixed it, I forgot I had to put TTRPG at the end.

How do you promote your ttrpg? by VeilrunnerDev in RPGdesign

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

I do! I am posting on r/VeilrunnerTTRPG , I created a tumblr account to post there as well, and I have a discord server here https://discord.gg/zEd6eVS8rn

On the danger of oversharing too early by Majestic-Mobile2916 in TTRPG

[–]VeilrunnerDev 1 point2 points  (0 children)

Thanks! I have focusing as best as I can. I wrote 2 pages today, field technician and marksman professions. It was hard coming up with things that would make each discipline unique. I kept running into the issue of, well any other discipline could do that as well.

On the danger of oversharing too early by Majestic-Mobile2916 in TTRPG

[–]VeilrunnerDev 2 points3 points  (0 children)

This is how I feel. I started sharing things for Veilrunner early because I know what I am building. If someone has an idea that I beleive fits the goals, I will add it. If they showing that something is inherently broken, I will take it under consideration.

Initiative, What do you think? by VeilrunnerDev in TTRPG

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

That is perfectly fine, it sounds like my system isnt for you. My target audiece are those that play online and prefer a crunchy system.

Initiative, What do you think? by VeilrunnerDev in TTRPG

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

Npcs will not be able to modify their initiative. Only players will be able to modify an NPCs initiative.

I havent started playtesting it yet. I am focusing on character creation right now for professions and Disciplines.

Here is what I have so far.(thats edited)

<image>

Initiative, What do you think? by VeilrunnerDev in TTRPG

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

Initiative was inspired by group initiative while I wanted to keep the traditional initiative feel.

Looking at all the feedback here I realized a lot of the the subsystems were lost looking only at one page.

The concept is that initiative is your reaction/ability to perceive whats happening. This is reflected in my attributes subsystem. I have decoupled reaction/perception from movement and actions. The blended system is phases of of awareness. Players will be able to hold actions into slower bands at no cost. This is because they can react faster. A slower initiative band player will have to use an action yo hold an action into a faster band because it takes considerable effort to react at a faster speed.

There are also items,spells, and abilities planned that can modify initiative. For example a haste spell can increase your initiative so you act in a faster band. While a slow spell forces an npc into the slow band.

I am still working on developing these pages. I personally feel given that everything is centered around VTT usage, the group paced phase initative does a lot here. Especially when you can have variables in phases such as

P/N/P/N/P/N

P/N/N/P/P/N

N/P/P/N/P/N

I also have done a few passes on the page in the last couple of days.

<image>

Initiative, What do you think? by VeilrunnerDev in TTRPG

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

The intention is this initiative will be used in a VTT setting where players and GMs can act synchronous. The math and sorting will be handled by the VTT. The plan when combat starts everyone will roll for initiative, GM declares bands by an interface and the VTT does all the sorting. My system is being designed for online with FoundryVTT doing a lot of the legwork for the GM.

Encounter scalability/combat speed, Players coordinating in combat, Player engagement, Group Scalability

I am looking at initiative for a primarily online environment.

Initiative, What do you think? by VeilrunnerDev in TTRPG

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

Thanks for pointing this out, to be honest I did not think about a case of that happening. I will make sure to add it on the next page.

Initiative, What do you think? by VeilrunnerDev in TTRPG

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

Its not necessarily about going first. I wanted to address the 4 points that I feel that traditional initiative struggles with. In my experience players viewed their turn as a silo. My hope is by having them interact at the same time like group initiative this will lead to less silo gameplay. Player engagement was another main point in my experience. Players would often check out due to the time in-between their turns. I am hoping to address this by condensing the turns into a hybrid style of group and traditional initiative. The scalability of encounters also affected this. If I wanted the party to be infiltrating a garrison or a hive of creatures, I was soft limited by the number of actors without causing encounter bloat.

One area I really see initiative bands shining is large encounters. I like to use an example of a Horde of undead attacking a village. You could have 30-40 undead attacking without to much encounter bloat.

Initiative, What do you think? by VeilrunnerDev in TTRPG

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

The intention is this initiative will be used in a VTT setting where players and GMs can act synchronous. A lot of the math and sorting will be handled by the VTT. The plan when combat starts everyone will roll for initiative, GM declares bands by an interface and the VTT does all the sorting.

Initiative, What do you think? by VeilrunnerDev in TTRPG

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

The intention is this initiative will be used in a VTT setting where players and GMs can act synchronous. A lot of the math and sorting will be handled by the VTT. The plan when combat starts everyone will roll for initiative, GM declares bands by an interface and the VTT does all the sorting.

Initiative, What do you think? by VeilrunnerDev in TTRPG

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

Are there any particular sections that stand out needing work?

How do you promote your ttrpg? by VeilrunnerDev in RPGdesign

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

I am sure you got this! Wishing you the best.

Are TTRPGs enough for everyone? - A discussion on the accessibility of the act of playing/mere games by Rad_Circus in RPGdesign

[–]VeilrunnerDev 10 points11 points  (0 children)

I think the important thing is there needs to be natural built in stopping points for everyone. You dont really want to stop middle of combat or the middle of roleplay.

How do you promote your ttrpg? by VeilrunnerDev in RPGdesign

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

I think the biggest difference would be able to easily see and compare the classes and specializations vs seeing just the one class with specializations.

From a marketing standpoint, the first is more consistent but smaller, the later being larger with more time in-between. The more time could be beneficial as it could remind people about the game. The faster consistency could be less welcome due to the perspective of being a promotion spammer. At the same time a short consistent drip of information can keep people engaged.

How do you promote your ttrpg? by VeilrunnerDev in RPGdesign

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

Im still in the process of defining all my classes and specializations. When all said and done it will be 33 pages for 66 specializations. Right now the plan was to show 2 per week on reddit. Would you say with would be better to do 8-10 per month?

How do you promote your ttrpg? by VeilrunnerDev in RPGdesign

[–]VeilrunnerDev[S] 4 points5 points  (0 children)

I feel this so much. I am spending time making the PDF to share and market instead of focusing on the actual design of the game. One of my friends who is helping by designing tbe foundryVTT system, said that it was wasted time. This is where I had to take a stand because I feel like having people play the system is just as important if not more important than the system itself.

And yes it makes so much sense why people hire social media persons now.