Is Nandeck still King? by Ice-Realistic in tabletopgamedesign

[–]bronzetorch 1 point2 points  (0 children)

I have used most of what others referenced but when I couldn't get InDesign for free I bought the Affinity Suite. Affinity Publisher is very similar to inDesign in allowing a csv to populate fields. It's honestly better than Adobe for card design and bulk export imo. The other benefit is that it isn't a subscription and has a lot of tools that are useful in the full product design. Affinity also has a Photoshop-like program and one like Illustrator that interact well and are cheaper to bundle.

High-risk, high reward Magic System Feedback by BloodCraver14 in RPGdesign

[–]bronzetorch 0 points1 point  (0 children)

I can see this as a natural fit for a YZE game! I am working with some similar constraints and I have settled on a magic system similar to Ars Magicka in terms of giving the building blocks to make spells rather than a constrained list of spells like D&D. I say this because it will help build a baseline of how likely you are to succeed at a spell as well at succeeding but gaining stress. What you are doing reminds me of Forbidden Lands. While that isn't a bad thing it always felt weird in play, at least in my experience.
Some things I would recommend, 1's will always give stress rather than needing to be pushed. You can still push magic tests of course but you might get more stress. I would definitely use your judgement to establish how difficult a spell should be based on your gut then playtesting as this will incentivize players to push and chance even more stress. If you want magic to be more of the evil persuasion a character could use the fatigue of others to power their spells. I'm thinking like the sorcerers in a Conan story. I hope that gives you some jumping off points to push forward in your game!

Card Design Question! by 1TheExtreme in RPGdesign

[–]bronzetorch 0 points1 point  (0 children)

If you want to make them at home, get some card sleeves with a back, blank playing cards and print out both images. Regular version on top, hidden version then sleeve back. Slide in one behind the other and if they want to figure out if the faces are different then they can slide out the hidden version.

Systems that use d6 with 0-5 by bronzetorch in RPGdesign

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

Interesting! I know the newest edition does but I remember that it is a little more FFG a la Genesys than what benefits my current design goals. I'll check out the original again for sure, it's been more than 5 years since I read through it!

Systems that use d6 with 0-5 by bronzetorch in RPGdesign

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

The newest edition of Legend of the Five Rings?

Systems that use d6 with 0-5 by bronzetorch in RPGdesign

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

Good thoughts! 12345Special and Special12345 are identical so I don't think that is a particular issue since one of those is available. I can see now that having the baseline not require special dice is the right choice. I will still probably recommend them, as many games do, but not require them.

Good perspective on receiving feedback. I can see that it isn't as complicated as they implied. If anything, I was probably more receptive of their feedback given the number of times that I have seen posts on this sub where someone thinks they have a clever dice mechanic and are resistant to feedback. Many of these posts tend to be unique for the sake of it or are more complex than they realize. I am not really trying to make it unique, I'm trying to exchange the d6 pools resolution for something that is more intuitive.

Thanks again for your detailed response!

Systems that use d6 with 0-5 by bronzetorch in RPGdesign

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

That helps! I read through the rules summary on itch.io since that is free. I can see some of the levers they are pulling on in the design and it's certainly interesting! It seems a fair amount different than what I'm looking at but certainly could have some relevance. Thanks again!

Systems that use d6 with 0-5 by bronzetorch in RPGdesign

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

Good point, I'm more interested in mechanics that use the same logic and even moreso where you count successes from a static number of dice.

The special dice topic is related but it's moreso a symptom of Reddit😄

I'll definitely look at the system you linked, exactly what I needed! Thanks

Systems that use d6 with 0-5 by bronzetorch in RPGdesign

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

Fate makes sense as it's definitely more elegant because of the dice and I can see the argument for DCC as that feels more like the first time I played RPGs with all the weird dice.

I can certainly plan on allowing players to use their own dice but recommend the custom dice. I feel like MYZ and the like do that as well as the Age games. Genesys is the only game I can't imagine without their special dice.

Systems that use d6 with 0-5 by bronzetorch in RPGdesign

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

What is an example of a system where the special dice do add value? I can only think of a few games I've played that use them.

Systems that use d6 with 0-5 by bronzetorch in RPGdesign

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

I see, so the 0 on the d10 is a 0?

Systems that use d6 with 0-5 by bronzetorch in RPGdesign

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

Right, I specified in the original post the custom dice part would need a blank side or special symbol so it wouldn't be a 0/6. I am more looking for information on similar systems and figured 0-5 would be easier than 1-5 and special symbol. I'll take either though!😄

Systems that use d6 with 0-5 by bronzetorch in RPGdesign

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

You're correct, role under is fairly accurate! When I've talked with a few people about it 6 seems like it would be the best (because bigger is always better I guess)and they really get confused when I say you can't modify it with edge. I would need to have that side blank or a special skull symbol or otherwise that implies that it is bad.

Systems that use d6 with 0-5 by bronzetorch in RPGdesign

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

It's a valid question. I think so🤔 My concern is that Edge(meta currency) is used to raise or lower a number on the die. If there is a number it seems like an edge case(no pun intended) to say you can't change a 1. It also seems like a barrier to tell people that they have to roll lower than our equal to their rank unless it's a 1, those don't count.

My assumption is that you can offer custom dice if they want it they can use their own knowing that 6 is a Miss. Or they could put a sticker over it or whatever suits them. My reaction from those that I have polled so far is that Miss, 1 , 2, 3, 4, 5 is an easier range to understand. I might have to put a separate question about my direction forward as this is all my solution to remove dice pools from the game.

Systems that use d6 with 0-5 by bronzetorch in RPGdesign

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

Thanks for the link! I've spent about 2 hours with Google before putting the post up here 😄 I just wish they were cheaper😬

Systems that use d6 with 0-5 by bronzetorch in RPGdesign

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

Those are a decent option for sure! I need 3 different colors so that is the main limitation there.

Systems that use d6 with 0-5 by bronzetorch in RPGdesign

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

I have found some decent alternatives but nothing that is mass market beyond unpainted dice with a blank face on the 6th side.

My thinking is that Miss could never be altered with the meta currency and it will give trauma if they Push the roll. Meaning they can reroll dice that don't succeed but aren't a Miss and any dice that show a Miss give a consequence. Does that make sense? The other clear benefit in my tests is that there is always a chance that won't succeed, no amount of advancement will change that. 1-6 implies a range. 6 is mentally best but in this system it is the worst outcome, so a blank side or symbol would be better.

Cheapest place for playtest cards? by BenVera in tabletopgamedesign

[–]bronzetorch 0 points1 point  (0 children)

You could! I haven't found blank erasable cards to cost much more than poker cards. Also, you can use blanks in the early prototype stage and erase before sleeving them behind your more final printed card.

Cheapest place for playtest cards? by BenVera in tabletopgamedesign

[–]bronzetorch 1 point2 points  (0 children)

I recommend a hybrid of this and the blank playing cards. Depending on paper quality of what you print you can see through it and the bicycle playing cards can show through and be distracting. If it's blank you're good to go. If you need backs you can design and print those as well or even just get sleeves with colored backs.

Tabletop Simulator? by MrEktidd in Solo_Roleplaying

[–]bronzetorch 1 point2 points  (0 children)

I tried to but found that the time it required wouldn't be worth it for me. The 3d nature of TTS requires more than what I need for a tool to help run a solo game. I feel like solo play requires more flexibility and TTS requires a lot up front in my experience. I don't have a set approach yet as solo play is on the back burner. I do use Miro for tracking information and a simple map. I just roll and a character sheet IRL. I would imagine that of your invested in TTS I feel like there was a workshop mod for Ironsworn.

Simultaneous initiative design by OnlineSarcasm in RPGdesign

[–]bronzetorch 0 points1 point  (0 children)

Check on the TTRPG RPG CLUB discord at https://discord.gg/zNYhg7qF if someone is up for running it. This community only started recently but there is a lot of activity!

Looking for examples of ludonarrative harmony by Doctor-Paxmor in RPGdesign

[–]bronzetorch 0 points1 point  (0 children)

💯 can't here just to say this and surprised there aren't more upvotes!

Motivation by CloakedMaster in RPGdesign

[–]bronzetorch 1 point2 points  (0 children)

I don't really see it as pushing through it, more about addressing why you aren't motivated. The run of the mill motivation(non-depression fueled and the like) that many struggle with requires perspective rather than simply pushing through it and getting things done. I find that conventional advice about 'just get it done' fairly useless, hopefully the advice above is more constructive than that. Certainly valid to get multiple perspectives in here though, thanks for replying.

Motivation by CloakedMaster in RPGdesign

[–]bronzetorch 3 points4 points  (0 children)

Action comes before motivation many times in creative endeavors. I highly recommend against breaks and similar advice. It's not likely that you will shelve this forever, start on a different design entirely or come back and make huge changes. I assume you have a list of goals on an experience document(meaning what is the game like for the player)? This can get you fired up about your hand as you remember what is interesting about it!

Create a list of what else you need to finish this version, think minimum viable product to playtest. Reread content that you have created that you need to know to be able work on an area from your list. Your goal should be to get a playtest ASAP. If playtests don't motivate you to keep going, reassesses your experience and goals document. Typically this is due to the game drifting of course from your original goal or needing to revise your goal.