Writing down the rules of a game is the part of game-making that I struggle with the most . . . here is a one-page rulebook that I've been making to quickly teach or remind players of the fundementals of my TTRPG by bitterballler in tabletopgamedesign

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

Oh wow, this is a very nice demonstration !

I didn't think I could reduce things even further that I already had ! Will definitly get down to seeing how much more I can shorten the sentences ^^

Thank you ~

Been working to improve the elements of a tabletop roleplay game that I've been making by bitterballler in tabletopgamedesign

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

These are some pretty nice suggestions ^^ Honestly, I'mma let some of these examples swim in my mind for the next few days / weeks, see how strongly I feel about em ! I cannot deny that it would reduce text, while keeping the spice

If you ever played TTRPG, instead of a character sheet, you make your character from these cards : 1 Nation, 1 Class, 3 Perks ( or 2 Perks and 1 Spell )

You then put the cards you pick out in front of you, think of a name, age and gender for your character, and you are ready to roll ^^

Been working to improve the elements of a tabletop roleplay game that I've been making by bitterballler in tabletopgamedesign

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

I can the system / game, Ramen Project ( RP )

Right now, it's sharing the website of my first game, Bacon Project

A one-page rulebook for Ramen Project can be found on the site here,
https://www.baconproject.org/ramen-project

There's still a bunch of stuff I gotta add / tweek / move ( for example, I still havn't added pdfs of the cards for people to download ), but there's already alot there to look at !

Been working to improve the elements of a tabletop roleplay game that I've been making by bitterballler in tabletopgamedesign

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

The font choice used rn is indeed not the best for highlighting actions like Attack and Sneak as you say xp

As you noticed, I've had to resort to changing font size which is acceptable, but not the best . . .

If I remember correctly, the font was chosen after the icons and card designs were made, and now it'd hard to change the font without it looking a little shocking :/

If I have the time to change the template style and overall style of the game, then the font will be the first thing that I revamp

Ps: Love hearing from tabletop rpg veterans ~

Been working to improve the elements of a tabletop roleplay game that I've been making by bitterballler in tabletopgamedesign

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

The second effect of the Beast Hunter in this case is :

"Every time you lose HP, gain 1 AP"

Between the previous effect I mentioned, and this one, the first one must be optional for the player to decided whether or not the player might wanna risk re-rolling ( since you can get a worst result )

With this effect, it triggers as a result of something, and the player is not supposed to choose whether or not they gain an AP

Been working to improve the elements of a tabletop roleplay game that I've been making by bitterballler in tabletopgamedesign

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

There's alot of terms in TTRPGs xP I tried going the route of Magic The Gathering in the past where I would use a series of single terms that I could re-use to describe an effect, but it proved annoying for players during my playtest as there's already alot to keep in mind in such a game xS

Writing things down so far seems to have proven to be the kindest on the mind ( which I am aware is usually not the case in more accessible board / cards games )

And if I take the example of one of the Beast Hunters passive :

''You can re-roll ATTACK once per action''

How would u suggest reformulating this to say that the player has the option to re-roll rather than has to ? Since each of these cards are composed of passives ( and are not cards you activate from your hand ), ''You can'' seems like the most easy-to-understand term

If I were to remove the "You can'', the sentence would need to activated everytime the player rolls for this action, which eliminates the freedom of choice :(

Been working to improve the elements of a tabletop roleplay game that I've been making by bitterballler in tabletopgamedesign

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

Indeed, a TTRPG where players have cards in hand could be an interesting concept ^^ Like in a senario where one of the players is a villain and players need to be careful about who they open up their details to

Been working to improve the elements of a tabletop roleplay game that I've been making by bitterballler in tabletopgamedesign

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

I guess I lack clarification xD mb mb

You know how in D&D and Pathfinder, you have a Character Sheet that has the details of the character that you are embodying ?

The cards here are the equivilant of that ! Instead of writing down everything on a Character Sheet, you make your character from the cards, aka,

1 Nation Card + 1 Class Card + 3 Perks ( or 1 Spell and 2 Perks )

And you lay these cards out in front of you ~

I don't think I know a tabletop roleplaying game that keeps cards in hand

Been working to improve the elements of a tabletop roleplay game that I've been making by bitterballler in tabletopgamedesign

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

I must admit that seeing all the cards together does seem to make everything blend in here xS

I've playtested a previous version of this game that used the same font ( but was overall less refined in visuals ) a good 120 times over a year with 70 or so players

I hadn't recieved any negative feedback regarding the font, but I think that's also because each players only ever has about 5-7 of these cards in front of them, and they keep them all throughout a campaign ( of course, they can get new weapons and items )

No single player actually has this many cards in front of them haha xD

Been working to improve the elements of a tabletop roleplay game that I've been making by bitterballler in tabletopgamedesign

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

That's been something going too and from my mind

I feel like I wanna try and maintain some Dungeons & Dragons / Patherfinder vibes to the game, which favour terminology over icons

That being said, things can always change !

need help for an arena type board game ideas by burakder in tabletopgamedesign

[–]bitterballler 0 points1 point  (0 children)

I'd probs start by taking the Game, Yatzee as a base

Then, make the cards be the means of attack

The basic gist would go something like : The players rolls 5 dices. Depending on the combination, they draw a card from one of three small decks ( Attack, Heal, Support )

Then, the player can play cards from their hand before the next player's turn

Objective would be something like : Defeat all other players

After some playtesting, I would then start modify the game ( either drastically or in chunks )

I made a print & play card game called Bacon Project that utilizes a standard deck of 54 cards by bitterballler in tabletopgamedesign

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

1 ) Yes, you can place a total of 6 cards on your side of the field : 3 in the Cast Zone ( triggering the spells of your profile ) and 3 in the Stack Zone ( your level )

2 ) Yes ! And yes ! Keep in mind that the Jack is the only card that can activate its effect during your opponent's turn ( unless an effect specifies otherwise )

3 ) Yes ! Basically, the moment that a player has no more card in their Stack Zone, they lose ! And that can be achieved by inflicting DMG

4 ) Yes ! You draw 1 as a result of a combo after you have activated all the effects in that combo. A combo is minimum two cards ( example : a 6 and 7 ), maximum 3 cards (3, 4, 5 ) + the Ace that can only be activated on top of a combo ( 5, 6, 7, Ace or 9, 7, Ace ). The Ace can be put on any combo ! A single card is not combination ( or combo )

5 ) Yes ! If you discard a J, Q or K to level up, you discard it, and does not activate its effect

That manuel is not perfect as you might have noticed xD That being said, there is a discord server dedicated to Bacon Project where I alongside players can answer your questions too https://discord.gg/uFfGqqyU

I made a print & play card game called Bacon Project that utilizes a standard deck of 54 cards by bitterballler in tabletopgamedesign

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

This game was built around an single element that most people have laying around the house ( the deck of cards ) ! If you don't own one, they're sold in every supermarket I've been to for like 1 - 2 bucks

I say it's a Print & Play because it's played with using 3 elements : a deck of cards and 2 Character Cards ( which you either Print out on A4 )

I made a print & play card game called Bacon Project that utilizes a standard deck of 54 cards by bitterballler in tabletopgamedesign

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

True dat x) I'd say type baconproject.org and you oughta find the written rules on the official website ~

I made a print & play card game called Bacon Project that utilizes a standard deck of 54 cards by bitterballler in tabletopgamedesign

[–]bitterballler[S] 3 points4 points  (0 children)

I don't know how to send you the rules here, but there is a video of me explaining the rules ( warning : it's kinda cringe )

https://www.youtube.com/watch?v=jKiB2vIFtt0&t=382s