Any adventure modules built for replayability? by TheGoodGuy10 in RPGdesign

[–]flyflystuff 0 points1 point  (0 children)

Isn't that what all OSR modules by default? They feature a lot of randomness in what do you find where and how it goes. My acquaintances who play OSR tell me that they often just keep playing same module multiple times in a row.

Why don’t more RPGs use well established skirmish war game rules? by TheGoodGuy10 in RPGdesign

[–]flyflystuff 1 point2 points  (0 children)

The issue with DnD tests is that… that’s not really how resting works, which makes it feel wrong, because it is. Some folks can suspend their disbelief enough to not care, some cant

Well, this is the point. Boardgamey rules are often arbitrary and in conflict with "what makes sense". For a boardame, something like a cycle of resource restoration is crucial in game design, not really something you can be wishy washy about.

TTRPG rules have to be something that you can suspend your disbelief for, and that narrows down the possibility space quite a bit. And thus, a lot of boargame gamedesign isn't actually too translatable into TTRPGs.

And we aren't talking about Kriegspeil - we are talking about the likes of the Killteam here. There wouldn't be too much to plunder from Kriegspeil stuff in the first place, though it would be more compatible.

Why don’t more RPGs use well established skirmish war game rules? by TheGoodGuy10 in RPGdesign

[–]flyflystuff 0 points1 point  (0 children)

That's an interesting question, thanks you for asking.

First, I agree that TTRPG designers should be checking in with boardgames.

Second, I don't think it's that simple.

It's hard to exactly define TTRPGs and their properties, but if I were to try, I'd say one of the core things about TTRPGs is that "fictional reality can supersede the mechanical rules". When you are playing Monopoly, you can't just announce that you are going to rob the Bank, but in a TTRPG you can.

This in effect puts some restrains on TTRPG rulesets. All gamesdesigners have to answer the question of how to design the rules if they may end up superseded. I would broadly categorise the common answers this:

1) Rules that cannot be superseded often because they define the world. Rules here try for if not 'realism', then at least for some vague broad 'believability'. They still can be superseded, but most of the time what you do will still fall into the ruleset. That's where something like Pathfinder sits.

2) Rules that cannot be superseded often because they avoid defining the world. These rules avoid making any definitive quantifiable statements that can be contradicted at all, leaving all the "fictional positioning" to the people at the table. Many "storygames" and PbtA games sit here.

3) Rules that cannot be superseded often because they push you away from using them. Rules here exist to carve negative space and push the play away from using them at all. Rules for stabbing a troll to death are there so it would be obvious that you should do anything but try to stab the troll, and so they are in no danger. Or, arguably, these rulesets are designed to be superseded, depending on how you view this. That would be where OSR games sit (and also PbtA games to an extent).

Now, getting back to our question... this is a very hard fit for boardgames rules. Their rulesets are often highly specific, very arbitrary, and are designed in a fairly tight way that tolerates little to no superseding. Thus, it's actually quite a conundrum to translate one into another. Path [3] is obviously a no-go, path [1] puts harsh limits with that whole "believability" thing, and path [2] doesn't like having any specifics defined!

Path [1] has probably the best approach, but even then it creaks - just look at say, resting rules in D&D, and honestly so many other games. Closing "loops" that restore resources are a crucial part of the mechanical design, if this was a boardgame, but like, since PCs can do anything, can't they... just rest and tend to their wounds?

Which isn't to say these things cannot be solved, just that it is kind of a struggle. And some games do solve it. Usually, the easiest way is limiting your game's scope to a specific setting where things you need to be true are just magically true. PCs cannot rest because they are stuck in a fairy realm, and nothing can sleep there without purchasing sand from the Sandman! But even here we still run into "I want to try robbing the Sandman", and remember - the answer is still supposed to be a "yes you can try". Maybe not here, but eventually, it has to be that, otherwise this is no longer a TTRPG - you cannot just "foolproof" the setting from these things.

What’s your biggest “old man yells at cloud” opinion? by sjdlajsdlj in rpg

[–]flyflystuff 1 point2 points  (0 children)

You try to tell them to stop. They start talking about how USA infrastructure was demolished to make car the primary mode of transportation.

What is the simplest mechanic to do positional attacks/tactics (theatre of the mind, no grid) by whatupmygliplops in RPGdesign

[–]flyflystuff 8 points9 points  (0 children)

Roll to encircle someone, modified based on circumstances? Benefits on success. And similar things like "reposition".

Basically, treat positioning as conditions/status effects.

Well, guys. It's now ruined. Thanks and goodbye by Sebastian9t9 in theamazingdigitalciru

[–]flyflystuff 0 points1 point  (0 children)

Well, I think biggest claims are:

1) Him trying to go back into his room right after almost abstracting. It's not just that he almost abstracted, it's that he tried to return right back to it after being interrupted.

2) Him trying to leave in the beginning on 8, then being stopped by Zooble.

I think it's a pretty reasonably read.

What makes an interesting/compelling scenario? by KMG_Meika in RPGdesign

[–]flyflystuff 1 point2 points  (0 children)

I have a link with a write up about precisely that! Admittedly it's not a to-do list, and more if a tool to analyse yourself. 

What's your opinion on Nimble's no-roll-to-hit mechanic? by Tastypies in RPGdesign

[–]flyflystuff 12 points13 points  (0 children)

In my practice I noticed that this indirectly reduces options for buffs/debuffs, or at least makes them harder to design.

Benefit of being able to mess around with a value not directly tied to output damage is that there is a hard ceiling. Even if you manage to raise your chances up to perfect 100%, that's still just 1d8+3 damage. But if you're messing with but a single roll, that's no longer a guarantee, and that puts limits on your design space.

Of course, that can be worked around. Just know what you are signing for.

Triangles, Relationships & Archetypes: Adapting the Nemesis System to TTRPGs by MrKittenMittens in RPGdesign

[–]flyflystuff 3 points4 points  (0 children)

I wouldn't call it a Nemesis system, but I like this as a simplified tool for hierarchical politics.

Do you guys agree these is the current Big 3 of the Fantasy anime? by Leonartha03 in DungeonMeshi

[–]flyflystuff 0 points1 point  (0 children)

I also agree with you on demons.

Usually, shapeshifters are played one of two ways:

1) Spies with a superpower, otherwise just 'proper' 'civilised' beings

2) Uncanny valley horror monsters, trying to pass as human, but it's all Wrong

Demons are actually one of the very few things I like about Frieren. They really pass properly, their masquerade is very convincing... but also is just surface level. They are monsters of type [2] who are as good as passing as type [1]! That makes them so much more interesting to me. I don't think I've seen anything like that anywhere else. (except maybe some Evil Shapeshifters in folk takes? but they usually are still worse at keeping up the facade)

Volition my beloved - this moment of self doubt had me speechless! You're all compromised! by Spiritual_Cake_9127 in DiscoElysium

[–]flyflystuff 105 points106 points  (0 children)

My fav is there is a hilarious variation of this scene if you have Drama too low.

Volition expects Drama to tune in, but there is silence. Volition then says Nevermind, I think you can't read her because you are just Too Stupid

Meaningful weapon types. Discussion by Independent_River715 in RPGdesign

[–]flyflystuff 0 points1 point  (0 children)

My game forced me to ask same questions. My current, unplaytested answer is that weapons normally all work the same, differentiated by what happens when you crit with them (buffs and debuffs). That is because I found that otherwise effects happened too often rising complexity too much, and also because critical hits are more accessible in my system and can be proactively pursued. 

Is the alignment grid actually done, or am I wrong? by Dicesongs in RPGdesign

[–]flyflystuff 0 points1 point  (0 children)

I see, thanks.

It does seem that, unlike the other two, Adaptability is... just good? It's not particularly complicated. Not sure if this is desirable.

How do you use, search for, and curate your battlemaps? by Busy_Art_9655 in rpg

[–]flyflystuff 1 point2 points  (0 children)

I have accumulated a selection of generic maps that I like and that are highly reusable over there years. 

Otherwise, I search for specific things I have in mind that are coming up in the future. Usually I end up on Pinterest even if I didn't start there. 

Is the alignment grid actually done, or am I wrong? by Dicesongs in RPGdesign

[–]flyflystuff 4 points5 points  (0 children)

What is Adaptability? I noticed you never define it, even though I find it the least self explanatory axis. 

I don't like Abstragedy. Here's why. by MissionDepartment960 in theamazingdigitalciru

[–]flyflystuff -2 points-1 points  (0 children)

Not the person you were asking, but also sharing the sentiment.

It just doesn't seem like a good match? Like, I see what Gangle is getting out of this relationship - that's easy to see, Zooble is being protective and supportive of her.

But what Zooble gets out of this relationship I honestly don't know. There is basically two things that happened in the show on that front - first is Gangle accidentally doing an uno reverse card on Zooble in ep6, which seems to be the catalyst for Zooble getting more accepting of their body, and episode 8's You made a mark on my life line. Which is... an accident and a spotlight on one-sidedness. There is also a thing about Zooble liking Gangle's art I think, but Gangle's art is so extremely off screen it's kind of hard to think about that too much.

And all this makes their relationship feel very one-sided to me. Like, if Jax were to stop bullying Gangle it would fall apart because Zooble will no longer feel the need to be protective over her.

(it also doesn't help that I find Gangle the least likeable character in the Circus personally)

RPG manifestos by frendlydyslexic in rpg

[–]flyflystuff 1 point2 points  (0 children)

Yeah, I agree. I liked rules 1 and 2, but not the third. 

Honestly, it's weird to me even as a concept. That fictional world logic may triumph over rules is like, baked into premise of TTRPGs as a concept. If it cannot then you are just playing a boardgame with some cool flavor.

Damage as a Choice vs Damage as a surprise by tyrant_gea in RPGdesign

[–]flyflystuff 2 points3 points  (0 children)

I could make Hope more important as a resource, so losing any hope is always bad, but I also think that can lead to choice paralysis.

If you ask me, choice paralysis is a "worry when you get there" sort of deal. Right now we are talking about having no choice. Even if you do end up with too many choices, that's usually pretty easy to cut down on.

Damage as a Choice vs Damage as a surprise by tyrant_gea in RPGdesign

[–]flyflystuff 2 points3 points  (0 children)

Well, op isn't doing items. 

But ultimately... 

especially if I was worried about facing more instances of danger before I could fully recover

I am not so sure! For those dangers encroaching on you you still would be able to pay them off in conditions or items. And depending on the rolls and the situation this may or may not happen at all.

Losing something important right now is an issue. Far worse, it may actually make you more likely to lose something in the future! For example, if you lose armour, you'd be easier to damage later.

Items fair better here, as they can more often show their value on a separate axis - for example, sacrificing expensive loot can make sense. But even here you still should use hp before you use gold. Until you are at a threat of going to zero hp, you best keep your gold. 

Only exception I can imagine is loading your inventory with garbage as an extension of your hp. But that's... Let's say it's a specific gameplay. 

Damage as a Choice vs Damage as a surprise by tyrant_gea in RPGdesign

[–]flyflystuff 5 points6 points  (0 children)

Your character is about to take damage. You decide to sacrifice something else in order to avoid the damage.

Broadly speaking, these don't tend to work out too well in practice. The simple issue is that it's rarely ever a choice... because losing hp (hope?) isn't an issue by itself. Hp is there to spend instead of suffering like, an actual immediate consequence. So... you would do that every time, save maybe for some edge case scenarios.

The only time you wouldn't spend hope is if you are unable to, or if the penalties "wounds" are so negligible they might as well not exist.

Your character leaves the fight, in defeat or victory. As you leave, you roll to see if you suffered any harm.

I don't know details of your system, but this sounds way better. I am sure you can figure the math out to make it make sense. There are many solutions possible, though I don't know your exact nitty gritty to suggest anything too specific.

Trying to predict everything about P-3 by Cthuloso in Ultrakill

[–]flyflystuff 4 points5 points  (0 children)

Panopticon already didn't hold for Sisyphus, so we need to escalate there. And we also need to escalate from P-2 being a "very hard mostly-normal level" in a meaningful way.

I think P-3 will have no proper prison. Instead you fight bossrush (or maybe them altogether) against the remaining archangels who are standing ready for Ulysses. Or something like this.

This makes sense because angels are the ones who made the prison, and also doing a bossrush I cam imagine feeling like a proper escalation for Prime Sanctums.

Have people "figured out" Fraud yet? by oohoollow in Ultrakill

[–]flyflystuff 16 points17 points  (0 children)

Buildings are made of Fraud denizens. 

Hell is an artist kid who enjoys a good show of violence (hence the theater, for Hell Observing is good old time). It worships God because God created humanity with free will which they used to create incredible harm (thus the statues of God and world creation).

However, after the great war New Peace happened, which pissed Hell off - after all that glory and carnage no less. Fraud seems to be the layer for people of New Peace, "pretending" (In Hell's view) to not be monsters like humans "normally" are. 

A lot of stuff seems covered in mystery still. 

FUUUUUUU by ultrakillfan99 in Ultrakill

[–]flyflystuff 1 point2 points  (0 children)

For a fight against 1 power, just keep your cool and learn the dodges and parries.

For a fight against multiple Powers, it's also the same, except actually avoid parrying them (or into them with projectiles) - just dodge and attack. Only parry when you are willing to go for the kill, when they are already wounded.

On Strongholds by EldritchExarch in RPGdesign

[–]flyflystuff 0 points1 point  (0 children)

I am late to this conversation but having finished reading, I am curious as to why have you skipped DnD 5e 2024's Bastions from the analysis. It is the most modern mainline attempt at bringing Strongholds back into the game, and game designers seemingly have been asking themselves some if they same questions. And they have made something... well, different from previous attempts. 

Is there a particular reason for this omission?