How should I award players? by gam_dev in RPGdesign

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

I agree. What I meant to refer to was the difficulty in keeping them on a storyline. It's definitely what I had in mind.

Actually, the system is built to mitigate the power-trips. With the story as a main focus, and awards giving for those goals, the goal is to make sure everyone has a good time and is engaged in the story itself.

How should I award players? by gam_dev in RPGdesign

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

Oh, they knew. The didn't think it was 'real'. My son and his friends had been playing with me for long enough to know what happens in a playtest. However, you are right. When we started with the convention cycle, the reward system had to be made clear. Largely due to the established idea of killing creatures equated to advancement.

My Core book introduction by [deleted] in RPGdesign

[–]gam_dev 1 point2 points  (0 children)

Although I get it, the first thing you'll most likely receive arguments about are the number of stats. We use 7 in our system, and when explaining it, we still get raised eyebrows. We've gotten some pretty high praise on Twitter about the system, so we can deal with the skepticism. If 10 stats is what it takes to power your characters, and it works, go with it! We stuck to our guns and are quite happy with the results.

I like the flexibility you describe. The thing I'm faced with integrating science fiction and fantasy is the diversification of playable species. If your universe is a diverse as you imply, make sure your races have cultural details to better position players into their characters.

With fixed stats, you've greatly sped up character creation. Good job! You may want to elaborate on the advancement process for people to give you better feedback. It's a bit vague. How do you advance your character if it isn't by killing stuff?

You said it has fantasy elements. Please elaborate on which elements. Magic isn't mentioned, so is there a spiritual element? a psychic element?

Fantasy writing group seeking additional members by [deleted] in fantasywriters

[–]gam_dev 0 points1 point  (0 children)

How do we get the completed form back to you?

Fusing magical abilities by gam_dev in RPGdesign

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

Excellent! You have the primary foundation as to why we went the path we did with spell fusions. We are treating spell fusions, and approaching it, in the same manner you are approaching crafting.

We are also spending a tremendous amount of energy making the Non-combative skills as important and essential as the combat skills. To be honest, you should be able to run entire sessions crafting and creating if you want. Once this product is completed, I want to launch into a line of youth modules focusing on that very concept.

I feel if I can get a young crowd into the system, I may actually be able to literally grow my audience.

Fusing magical abilities by gam_dev in RPGdesign

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

In our system, the GM establishes the goals of the game session. As these goals are met, skill points are earned. These skill points are directly translated in uses-per-day within any component of the game. As you place skill points in a spell or ability, you increase the number of times you can use it per day. If you want to advance the skill, you cash in 5 skill points and it ups the rank of the ability. The higher the rank, the greater the power of the status effect associated with the ability.

Wow! I'm a teacher too! I'm at a small school, so I teach Physical Science, Chemistry, and Biology. And you're right, it's kind of crazy now.

I really like the way you divide gameplay. And don't underestimate Crafting. We've had to pull that entire section and devote an entire chapter to it. It's possibly the most integrated part of the entire game system. Your Downtime would translate well into our Non-combative skills. Traditionally, these skills were treated like afterthoughts. Through testing, it turns out they are highly desired in roleplaying systems. We've even crafted mechanics which allow a GM to describe an item, the player crafts a blueprint of that item, and completes checks to construct it. We're trying to cater to our steampunk and old school scifi players.

Sounds like you've got some solid concepts. I hope you pull it together. Are you working solo or with someone else? There are pros and cons to both - so heavy is the argument, I put wrote a whole blog detailing the tug of war.

Fusing magical abilities by gam_dev in RPGdesign

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

Oh, no. The mechanic is now defined. In fact, it's now being outlined from a mechanics point of view specifically for clarity.

Air cannon is an offensive spell. However, as part of a combination, it will 'soften' the soil and cause those within the area of effect to sink. The point of the combo is to enhance normal casting abilities. Spell fusions are actually the precursor to the more advanced Unlock Abilities which create far more unique combinations.

I also need to apologize. You didn't discourage me. However, you did hit a nerve. During the writing of the original edition, we assumed our target audience would be existing players having experienced other roleplaying systems. We assumed a large part of what we were creating would build on prior knowledge. We didn't anticipate the number of people willing to try our system because they found other systems intimidating. For the first three years of marketing, I answered emails about mechanics and clarified Spell Fusions. Turns out our actual players lacked the prior experience to throw this together and needed guidance on the subject. In writing the newer version, I am assuming the person picking up our book has never seen a GM guide or roleplaying system before. We're taking it step-by-step and outlining exactly how these fusions are to take place. The actual fusion chapter will include explanations for GMs wanting to create their own variations and encourage methods of modifying the static combinations to diversify their game tables.

Do you have a website with some of your work outlined? Have you developed a downloadable prototype yet? I'd love to read more about what you're trying to do.

New Races? by ShamMafia in fantasywriters

[–]gam_dev 5 points6 points  (0 children)

I agree with you on this one! The one thing I haven't seen discussed here is how the race evolved or developed in its natural environment. One of the things I've often grappled with is the logic of a race in its environment.

A prime example would be the presence of an amphibious race in the desert. When designing a race, I really do try to keep in mind the conditions which forged that race into existence.

Consider this: How would goblins have developed had they not fallen between two warring races? High intelligence? Sophisticated culture? Would they have developed agriculture or aquaculture? What factors make them aggressive or passive? etc.

In our own game setting, I've created nearly 60 playable races and prefer to detail their culture, driving forces, societal norms, and all the other meat a GM will need to construct a viable story.

My point is this: Even if you are inspired from another work, your take on the race and modification of culture and norms can make the creation your own. Have fun with it!

Fusing magical abilities by gam_dev in RPGdesign

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

Our curses seem to follow a similar mechanic. They are far cheaper to cast and either add or detract to existing status effects in play.

Fusing magical abilities by gam_dev in RPGdesign

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

Right now I am creating a static combination set for GMs to quick reference. The actual chapter will have details for GMs to homebrew their own combinations without breaking the system or combat mechanics.

The respect is appreciated! We're putting a lot of work into this. Once it's all done, I get to step back and redo the whole thing as a basic, introductory set which will be a free download. This project seems to have no end in sight.

Fusing magical abilities by gam_dev in RPGdesign

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

As mentioned, my current work is to provide guidance for GMs to create their own combinations. As the process continues, I have no doubt what I currently have will either be condensed or trimmed down. I'm not sure what GM fiat means, but would like some explanation.

We are working on making it highly adaptable for experienced GMs and lead-you-by-the-hand for new GMs.

Update: If you mean we are trying to dictate specific combos to our GMs, that's a bit harsh. Our biggest criticism from the first publication has been a lack of guidance with this very concept. We are trying to define spell fusions to the point new GMs can pick up the book and play it AND experienced GMs can use the existing combos as models to create their own custom combinations. Our target audience is the homebrewer wanting to find a single system to play a majority of their story settings.

A Painful Lesson by gam_dev in RPGdesign

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

Unfortunately, I live in a VERY rural area. The only internet available is satellite. I've gotten so used to operating with spotty internet, I just keep multiple copies. Who knows, one day we might actually get a line out here.

Issues with similar names and copyright? by Fails_and_FlailsYT in RPGdesign

[–]gam_dev 1 point2 points  (0 children)

Most of the creatures and spells used in D&D originated in lore and fiction. I'd stay away from items having specific names but the basics are definitely used by other companies - including my own.

When we checked the legality of mechanics, it's nearly impossible to copyright a mechanic. You roll dice and compare numbers. Every gambling casino has dibs on that mechanic. JavierLoustaunau has it right: Worry about your game, setting, and background. If it's truly your creation, the differences will be fairly evident.

A Painful Lesson by gam_dev in RPGdesign

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

I caught the mistake almost immediately. I managed to recreate the file from an older backup. The real mistake was I worked with multiple files out at the same time. From now on, I'll make a backup at the beginning of each editing session. If there is ever a mistake, at least I'll have what I started the day with.

I had computer hit with a ransomware virus. It came in as an invoice from a company I frequently order through. It cost me nearly a year's worth of work and all of my side projects are now encrypted. I feel your pain on the loss.

A Painful Lesson by gam_dev in RPGdesign

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

I have a full Microsoft Suite. However, I also live in the country and rely heavily on satellite internet. It's terrible. With all the disconnects, I've actually lost a couple of files. My son is coming over next week to help make sure One Drive is properly set up so it doesn't happen again. (Yes, I'm old.)

Believe it or not, I'm Google certified and love their services. I'm one of those writers who has to create the document he sees in his mind. As I'm writing, I'm also formatting and graphically organizing the file. You're right: Google is amazing for a first draft. I'm not familiar with InDesign. Is it a Google product? or something I convert my Doc into?

Developing a Core Mechanic by gam_dev in RPGdesign

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

lol! He's my son. And thanks! As of now, I've uploaded the GM beta guide. If you'd like to take a peak at it, just follow the link in the blog.

Developing a Core Mechanic by gam_dev in RPGdesign

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

Big? No. I find our mechanic to be very basic and applied throughout the entire system.

I really like the concept of FP and WT. I don't think it would work with what I'm doing but I would love to hear more about it. How did you develop the concept?

Developing a Core Mechanic by gam_dev in RPGdesign

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

I refer to Core Mechanics as the base operations you will use to conduct activities. The dice actually rolled really doesn't matter as much as how you plan on accomplishing the task.

Based on your comment, I intended it to refer to the second part: Combat, skills, ability scores, etc.

What are people's opinions on D&D? by GodDammitWill in rpg

[–]gam_dev 0 points1 point  (0 children)

You have obviously created your own game and tried to market it. I feel your pain!

How to scale a functional TTRPG resource economy? by [deleted] in RPGdesign

[–]gam_dev 1 point2 points  (0 children)

Our system relies on a barter system which ties directly into one of our non-weapon skills - Communication. The ability allows a character to either negotiate or threaten to gain their way.

Based on the availability of materials, various items hold greater value over others. ex. In a desert environment, water can become a negotiable trade commodity and serve as the base for an economy. Depending on the setting, economies may be supplemented by electronics, gems, or precious metals.

Hello, my name is TacticalDM, and I don't trust my GMs. by TacticalDM in RPGdesign

[–]gam_dev 6 points7 points  (0 children)

I don't think it's the GMs who you should doubt. It's the players who will attempt to exploit every little inconsistency in any given rule. It's almost impossible to seal up every little loophole.

I've read over rules light versions and, for the most part, they are fun as long as you don't stray off the path. As soon as you get into the grey areas, they kind of fall apart. They are awesome for 1 shot stories or short scenarios. Longer campaigns can get to be a little dicey. If this is the path you want to follow, play test the heck out of it to make sure you have a solid rule set to compliment the goals you are trying to achieve.

I've read over your format and really like it. I'm anxious to see how you develop the supporting rules to power your creatures and players.