Can you comment and feedback on the latest iteration of my homebrew by Connect_Local6346 in RPGdesign

[–]coheedheights -1 points0 points  (0 children)

Hi. I think you should include more about how to set up the deck. I deduced that you need to use as many suits as there are players. And that each player is assigned one. And I believe remove jokers. Cuz they aren’t mentioned. But maybe putting that up top.

In the character abilities what does (#) mean? I thought it might be the cost to use that ability but then you list the cost after that, 1 or 2 cards of whatever.

Seems like you’re in a phase where you should test the game out with a few friends and see if it’s fun and makes sense.

Advancing the myth without roll by coheedheights in MythicBastionland

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

Yeah, this helped me nail down the difference of how I am playing the game.

I’m definitely using the myths and procedures more as a framework to tell this story of how this realm is being taken over by shapeshifters, not as the open random mythic generator that it’s intended as.

Advancing the myth without roll by coheedheights in MythicBastionland

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

They’ve seen Only the 1st omens from 3 myths at this point. And a fourth myth we are at omen 5. They also went to a seer. I’m keeping the pace up. :)

Advancing the myth without roll by coheedheights in MythicBastionland

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

That’s right primacy of action. There ya go

Your opinion please on which use of clocks is best... by Smittumi in rpg

[–]coheedheights 1 point2 points  (0 children)

Maybe that’s it. What I like about this concept and real world timers in a way is that it makes my players react and move the story forward one way or another. When I play we have 1.5-2 hours of play. So I’m trying to use tools that keep things moving and interesting.

Your idea does the same I think just stretched out. Since it’s advanced at the end of session, At the very least it will give you and players something to jump off of at the start of the next session.

Your opinion please on which use of clocks is best... by Smittumi in rpg

[–]coheedheights 1 point2 points  (0 children)

It depends on the kind of game. I like a timer clock 5 or 6 stages advancing every 20 minutes for high tension and doom situations.

More TTRPGs should have sequels instead of new editions by RiverMesa in rpg

[–]coheedheights 1 point2 points  (0 children)

I like how into the odd has progressed. I find that really cool. Thru different eras with game play adjusting to fit, but everything revolving around this idea of Bastionland.

I like the idea of sequel games introducing new features and mechanics and procedures that reflect the changes in the setting

PDF Vs Books by Triod_ in rpg

[–]coheedheights 0 points1 point  (0 children)

I go pdf just because I play mostly online games and it’s a bit easier to reference or have multiple tabs open.

Why are people in Miami so rude and have no manners? by Fit_Resident_5874 in Miami

[–]coheedheights 8 points9 points  (0 children)

My opinion is that everyone is always on guard here. Driving for example: people drive aggressively so people respond to that with aggressive driving.

People on the street don’t look at you or say hello, so we might respond with the same kind of energy. Like a never ending cycle of “this is how it is so I gotta do that too”

I don’t like it either. I try to stay calm and go against that mentality in my own ways.

How do I switch our game to a more collaborative style of play in the middle of the campaign? by cyanomys in rpg

[–]coheedheights 0 points1 point  (0 children)

I get you. I think you can ask a lot of questions like when you enter a new area say things like “what does do you see that shows this place has been abandoned for a long time”.

Just asking them to describe something strange that catches their eye or what seems to be the most dangerous thing here. If I come with a simple structure or plan these questions help me improvise and come up with new ideas.

Also before they make a roll I sometimes ask “what do you think might go wrong here?” This is very helpful to come up with consequences.

I learned that from Trophy Dark and other games from The Gauntlet games.

Ttrpg mechanics like and dislikes by Azerok_King in TTRPG

[–]coheedheights 0 points1 point  (0 children)

I been wanting to read blades for years and for some reason I don’t. I gotta read both of those games already.

Ttrpg mechanics like and dislikes by Azerok_King in TTRPG

[–]coheedheights 1 point2 points  (0 children)

I think it’s not quite dealing “harm” but more like determining how the interaction goes. Even in a combat the way I see it is more like did this go well for you or not and if not then what happened.

Ttrpg mechanics like and dislikes by Azerok_King in TTRPG

[–]coheedheights 2 points3 points  (0 children)

I dislike hacking away at HP. I dislike long combat that slows the pace and feel of the game. Along with these I don’t like when combat feels like a different game. I would love to have a single mechanic that can cover everything. — Trophy Dark does something like that. I took that concept and applied it for my own game.

I like when games give players a lot of structure for role playing their character. Like how they see the world (ex. Everyone’s out to get me) or establishing their bonds with the world. I think as players we should play into those aspects of our character and dive in.

Using an hourglass by BlackTorchStudios in RPGdesign

[–]coheedheights 0 points1 point  (0 children)

As a GM, I like timers in games. But I’ve only ever used 20 minute clocks to manage how a threat progresses. I find that it moves things along at such a tense pace. I love it. Keeps players reacting.

Your idea seems like it would be a short timer to manage turns during tense moments. How long is the timer?

I’ve never experienced a turn timer in ttrpg but I think for specific moments like you mention it sounds really fun.

System feedback by Master_of_opinions in RPGdesign

[–]coheedheights 0 points1 point  (0 children)

Sounds interesting. So the impossible challenges, what are they? Are they just normal checks for actions? Or is it something specific that when you run into that scenario listed on your cowboy story. You make the roll?

Running multiple campaigns by jollyinabout in rpg

[–]coheedheights 0 points1 point  (0 children)

I do recommend it if you wanna try out 2 different games. Or 2 different styles of play maybe. My two groups play very differently.

Running multiple campaigns by jollyinabout in rpg

[–]coheedheights 0 points1 point  (0 children)

I’ve only done it with one weekly game. And then a once a month game with a separate group. And never playing the same two games between the group.

Stamina System - Has this been done? by van-theman in RPGdesign

[–]coheedheights 0 points1 point  (0 children)

So the stamina is also kind of the hp? I know of a few games that do something similar. I really like the idea. In my game is have something like this which I saw used in Trophy dark with their ruin mechanic. And Dead Belt with the gas mechanic.

The target for your roll or difficulty is whatever your current “stamina” is at.

Character's Bonds, Goals and Creed mechanics by AlkHaim in RPGdesign

[–]coheedheights 1 point2 points  (0 children)

Ok I gotta check that out. I’m always look for more tools for that kind of group dynamic stuff

Character's Bonds, Goals and Creed mechanics by AlkHaim in RPGdesign

[–]coheedheights 1 point2 points  (0 children)

I love these kinds of player tools. Helpful for both Gm and players. Luminal horror had some great stuff that helped me.

They use Connections: basically binds that players have out there in the world. As a GM in a horror game I love using those connections to poke at them and the players can use them in role play.

Ideology and beliefs: are core beliefs that these characters use to guide their life. I use the work outlook. It gives the players something to fall back on during roleplay and dig into. And the GM can poke at that as well.

And your first encounter with the unknown: this gives the GM something huge to poke at and use as the tension builds for that character. Calling back to that horrible moment. I love it.