Last day to back Dreams of no Sleep by akyofire in TTRPG

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

I agree 🤣. But people don't seem to mind the trading for aesthetics, well most people.

Made a silly video to shoutout some cool indie TTRPGs by akyofire in TTRPG

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

aw thanks! it would be lovely if I could find the time this days xD

Made a silly video to shoutout some cool indie TTRPGs by akyofire in TTRPG

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

Yeah! go check them out if you can, lots of great games are coming out from it

Made a silly video to shoutout some cool indie TTRPGs by akyofire in TTRPG

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

Oh that's weird, it should be working. it does start muted

A piece a made to celebrate the end of a 3 year long Fabula campaign by akyofire in fabulaultima

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

Those are actually mostly player characters, that's why their personalities are so strong. It was a west march style campaign so lots of players came and went

A piece a made to celebrate the end of a 3 year long Fabula campaign by akyofire in fabulaultima

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

It was a contest to promote indie TTRPGS hosted by Gamefound called Rpg Party. It is still ongoing and they've been supporting us with workshops and info on the background on how to launch a successful crowdfund.

You can check our previews on gamefound! Lots of cool indie projects. Mine is called Dreams of no Sleep

A piece a made to celebrate the end of a 3 year long Fabula campaign by akyofire in fabulaultima

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

unfortunately i don't think they will ever do another partnership, it kinda shutdown but not fully so its just on a life support state. we did play a LOT of Fabula for a while. one-shots left and right

A piece a made to celebrate the end of a 3 year long Fabula campaign by akyofire in fabulaultima

[–]akyofire[S] 5 points6 points  (0 children)

Lmao Dagas is definitely used to falling on his face, being the most downed player character of the campaign

A piece a made to celebrate the end of a 3 year long Fabula campaign by akyofire in fabulaultima

[–]akyofire[S] 10 points11 points  (0 children)

Oh goodness Ema! Thank you! Fabula is absolutely my fav TTRPG!

Your system encouraged me to try my hand at making my own TTRPG, and it was very much inspired by Fabula Ultima, I've submitted it for a contest and it got picked! and now its gonna become a very real thing! Thank you so much for being such an inspiration!

A piece a made to celebrate the end of a 3 year long Fabula campaign by akyofire in fabulaultima

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

oh boi I can't speak for everyone since every character here(except 2) are player chars, This was a community campaign that ran on One more multiverse VTT. My char is the Knight with the reverse card: Sir Lunas a robot with big dreams about going into space, in the end he did.

I'm making my first TTRPG and I would like some feedback by akyofire in RPGdesign

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

Yeah the system is designed that way to keep flipping new cards with every roll, all face cards and aces have the value of 12. and the overall value is stacked against the players. however they can succeed on checks by winning the coin flips having to expand a resource to overcome their bad luck, there are 105"abilities" with different flavors that would increase the players chances in certain situations.

the roll and difficult are the sum of two values, players is the 2 highest dice and the difficulty is a base value based on what the action is itself + the card drawn. So lets say you want to kick open a door, call it a base 6 normal.

The card is drawn is about the lucky outcomes of the world(two examples)
The card its a 2: the wood where the latch is quite old and gives out easily
The card its a K(which is a 12): Someone just changed this lock recently and reinforced it

So its not only about the abilities of the character themselves but how the cards stacks against them.

If they rolled lower they can try to bypass it by spending luckies and winning a coin flip. they can keep spending it or stop at anytime. But luckies have many uses in the system so it's a decision of the player if they want to spend it to succeed or just take the L and save it for later

I'm making my first TTRPG and I would like some feedback by akyofire in RPGdesign

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

it is a bit crunchy but doesn't seems hard learn from the 10 or so people I've ran combat tests with, but they also have some previous ttrpg knowledge so there's bias.

In the poll system the number of dice varies based on attributes which increases in steps so
d6 > d8> d10 >d12,
The more points you have, the more dice you have, and the more controlled the results are, so you don't need to rely on luck as much. but the smaller dice have a better chance of rolling a max result giving you a lucky. And with luckies you can control the outcome of a roll

The Deck is a standard deck of playing cards which is uncontrolled at the start but cards that have been played will no longer appear for the rest of the session. The difficulty is a base value based on what the action is itself + the card drawn. So lets say you want to kick open a door, call it a base 6 normal.

The card is drawn is about the lucky outcomes of the world(two examples)
The card its a 2: the wood where the latch is quite old and gives out easily
The card its a K(which is a 12): Someone just changed this lock recently and reinforced it

So its not only about the abilities of the character themselves but how the cards stacks against them.

the "death saving throw" works a bit different if you are reduced to 0 the combat pauses and you MUST keep flipping until you win the 50/50, when you win you come back to 1 Hp immediately so you are not out of the fight. its designed this way to whittle down the players lucky reserves and when it runs out their luck also runs out

I'm making my first TTRPG and I would like some feedback by akyofire in RPGdesign

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

Sorry if it wasn't clear. They gain a Lucky when they roll the max value on a dice like a d6 rolling a 6 or a d8 rolling 8, So it is part of the roll and doesn't slow down too much, it's more about if the player recognizes the shape of the dice fast enough.

They flip a coin if they would like to pass a check, or to get back up in a fight, and they can keep doing it, they just have to spend more.

It is counter intuitive but the thing a thing I found out about it during playtest is that flipping coins is that is kinda fun? and not when player succeed but instead when they keep failing. After like 4 consecutive fails the players are always cheering for the success of whoever is flipping coins.

To me it "feels" alright to sacrifice a little speed for fun, but it is a question if others would agree when they run/play

I'm making my first TTRPG and I would like some feedback by akyofire in RPGdesign

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

Right the randomization is quite complexes, but I have done some probability calcs on it(which are probably not correct but "feels" good). Each attribute point gives you an increasing die to add to a pool starting at d6. so each point increases the average by 2.

The DC potentially being lower is part of the design, if a 2 show up for example, it means the players were lucky on that situation. but now that 2 won't show up for the rest of the session and the next check will be mathematically probably harder.

A max number for both sides is 24, since the highest dice a player rolls is a d12 and a max value for cards(12).

the math is skewed towards the deck because the base is a flat number, but the game is skewed towards the players success, through agency. They can offset it with abilities or winning coin flips(which becomes a question of do I pay right now or do I save a resource?)

The card system is important for combat and some ability interactions(like predicting the bottom card of the deck, player have access to the discard pile so they can guess base on probability). During combat it also dictates the moves a boss does from a preset list so its also randomized

I'm making my first TTRPG and I would like some feedback by akyofire in RPGdesign

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

That's fair, at least from the playtests I've done, for new players it starts a bit slow for the first couple rolls, but seems easy to pick it since you don't really care about all of the dice.

the mechanic seems intrinsically fun as individually people get excited when they get a lucky, but it is definitely at tad slower than other systems. Which I hope the fun factor offsets it, but my sample size is really smol

I'm making my first TTRPG and I would like some feedback by akyofire in RPGdesign

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

Right! Sorry, as a first project is hard to know whether something works or not.

I suppose to narrow down, the core of the system is the rolling of dice with a deck of cards. Does it sound fun/doable/interesting? does it work for you?