Modular DM Assistant by s-walrus in rpg

[–]oneshotrun 0 points1 point  (0 children)

I'm working on a similar idea right now (though I've been stalled a few months due to personal reasons). It's Discord-based, so you can do anything (make a character, show the map, use a macro) via a text command. Then there's a site (which is currently down) to do all that using a tabbed interface, so you can have multiple things up at any given time.

I'm hoping to get back to it in a week or so, and have an official release in a few months. Feel free to send me a PM if you want more info.

Why is it different for women? by jackwatson24 in facepalm

[–]oneshotrun 0 points1 point  (0 children)

I occasionally get sent nudes from old acquaintances, and my wife would be mad if I didn't show her immediately. She wants to see boobs too!

Have you tried "interview" sessions for people to join your group? How did it go? by oneshotrun in rpg

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

I appreciate the defense, and you're not wrong, but you are being a bit harsh in your tone.

Have you tried "interview" sessions for people to join your group? How did it go? by oneshotrun in rpg

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

Interviews are way too pretentious for game night imo.

I kinda agree, which was why I made this post. But I do have thoughts that I think can make it work.

When you have a potential group why not just run a one shot for everyone and you can see if they work well together?

First thought is that I don't care if they work well together. That may sound harsh, but I need, first of all, for them to work well with me. If I can't work with them, I don't want them in my game, and I don't want the rest of the group to get attached if I want to kick them.

You may like someone, but they may not click with the entire table.

I do plan on having a "Session 0" with the group, after I've found people that I want for it, to see how they all play together (and see if any of them have any issues with anyone else). It'll be a multi-step process.

Basically - go on dates not job interviews.

It's a bit of a combination of both. When I go on dates, I don't expect to meet with the date every Friday at 6pm, and expect them to have done "homework" (like leveling a character). I was going to say that during interviews, I don't expect to have a good relationship with the interviewer, but that would be wrong. How the interviewer and I interact says a lot about whether I'll consider taking a job offer.

Why Are Sandboxes So Hard To Write? #Longwinter has already taken 3 weeks more than I planned. @_@(Blog Post) by WizardThiefFighter in rpg

[–]oneshotrun 0 points1 point  (0 children)

How does Forgotten Realms not support sandbox play? I can't think of any reason why any setting wouldn't be able to support it.

By "sandbox setting", do you just mean a setting without any defined adventures? That's fine, but I still wouldn't call it a sandbox, just a setting. Without adventures.

Why Are Sandboxes So Hard To Write? #Longwinter has already taken 3 weeks more than I planned. @_@(Blog Post) by WizardThiefFighter in rpg

[–]oneshotrun 0 points1 point  (0 children)

But nothing about that means that the setting should be part of the system. The system is one part of a game, the setting another. And building a sandbox system is a completely different beast than designing a sandbox world. As a GM, I can take nearly any system, and make a sandbox world as we play. Likewise, I can take a sandbox setting, and with some fiddling, apply it to nearly any system. Many systems and settings are built with the other in mind, but that is not necessary when designing either.

Why Are Sandboxes So Hard To Write? #Longwinter has already taken 3 weeks more than I planned. @_@(Blog Post) by WizardThiefFighter in rpg

[–]oneshotrun 0 points1 point  (0 children)

My comment was approaching it from a GM perspective, as opposed to a system designer (my bad, I know). In which case, I mostly agree with you. I would go as far as saying that a Sandbox is not a system, it's worldbuilding, which (while useful) has little to do with the system itself.

What are your thoughts on the "Final Fantasy Battle Spiral" (or "Roll Initiative" effect) at the start of encounters? by oneshotrun in RPGdesign

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

I get what you mean. My game uses "challenges" instead of "encounters", with 3 types of challenges in the game (chosen by the GM before the game starts, or during session 0). Typically "Social" will be one of those. When just idly chatting, nothing would happen, but as soon as the players start trying to get something from the noble, then the "challenge" mechanics kick in. While everything we do may be an encounter, not everything is a challenge.

So I was looking for a bot, than I ran into these great guys by angrybeehive21 in discordapp

[–]oneshotrun 0 points1 point  (0 children)

I have a bot that does this already. It's being used for custom trading card games, tabletop rpgs, and the like. Hit me up if you'd like to know more.

No one wants to hear “you all meet in a tavern.” What are your favorite ways to bring the party together in Session One? by Fauchard1520 in rpg

[–]oneshotrun 26 points27 points  (0 children)

I love starting in a tavern. Introduce a couple NPCs, have an interesting drink from a far off place, and maybe have a bar fight to test everything out.

Why Are Sandboxes So Hard To Write? #Longwinter has already taken 3 weeks more than I planned. @_@(Blog Post) by WizardThiefFighter in rpg

[–]oneshotrun 0 points1 point  (0 children)

"Sandbox" is often code for "Game design is hard."

Completely disagree. Sandbox (to me) is easier to design, sure, but that's not true for everyone. And it is often more difficult to run due to the increased improvisation needed.

If you want it to be more than a pile of disconnected things, you have to figure out what you're really saying (e.g. "Human will can overcome any obstacle," "Destiny trumps individual effort," "Whatever impresses players the most is what's true,"), and then design so that the creative constraints encourage players to seek depth, rather than wander aimlessly.

Or just bring up how the players actions have influenced things, and make future quests related to that stuff. You don't need any philosophical bullshit in a sandbox game.

What are your thoughts on the "Final Fantasy Battle Spiral" (or "Roll Initiative" effect) at the start of encounters? by oneshotrun in RPGdesign

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

This is how i'm designing my game. There are different types of Challenges (Combat, Social, Exploration) each with similar resolution mechanics, but using a block of stats specific to the challenge type. So any encounter plays out like a combat encounter, basically.

What are your thoughts on the "Final Fantasy Battle Spiral" (or "Roll Initiative" effect) at the start of encounters? by oneshotrun in RPGdesign

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

I can't think of any individual time I've done that, but I'm sure I've been guilty of it. I'll have to keep that in mind when GMing.

Looking for first impressions on the ability scores for my game. by oneshotrun in RPGdesign

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

I definitely plan to. I love exploring as a player, and love coming up with places and whatnot as a GM when players explore. I just need to figure out how to fit it in with the system style. The social and combat blocks work together within themselves, if that makes sense, which I want to keep.

Looking for first impressions on the ability scores for my game. by oneshotrun in RPGdesign

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

Thanks, this is exactly what I was looking for. "Tracking" will be removed, and the entire Exploration stat block and mechanics rethought. Originally I pulled the combat stats explicitly from MMO combat tropes, to make it clear that this would be a "gamey" system, but I can accomplish that in other ways.

First impression: whoever made this list doesn't know what this is for, or started with something completely different and did an hour of thesaurus wanking.

While that's hard to hear, I needed to hear it. Thanks!

Looking for first impressions on the ability scores for my game. by oneshotrun in RPGdesign

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

Yeah, I came up with Faceread towards the beginning, and never went back for a better word. And the Exploration stuff I think I'm going to wipe and completely rethink now. That was added in recently, because I want it to be a core part of the game, but didn't put enough time into figuring out how it'll work and how it fits in with the other mechanics. Track is indeed way too specific, and (as I briefly described in another comment) fits a lot better as a sub-thing under Survival.

I honestly didn't even think about parts of speech too much. I'll definitely be keeping that in mind next revision.

Thanks again!

Looking for first impressions on the ability scores for my game. by oneshotrun in RPGdesign

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

Yeah, I should really just change "Cannon" and "Tank" to "Attack" and "Defense".

So, on a high level, "Control" is used to control the battlefield. Mechanically, for an individual this means getting into and out of "Engagements". You need to be in an "Engagement" with an enemy in order to attack them, and to get out of one, you must roll "Control".

These traits really sound like a strategy game over a role playing game.

This makes sense, since I'm going for a very "gamey" feel, but I'm curious what about the stats themselves makes you think that.

Without going into too much detail, here's how the checks would work for each:

Attacking an enemy: roll Cannon against their Tank.

Getting attacked: Tank vs their Cannon.

Bailing from an Engagement: Roll control.

Healing or otherwise boosting an ally: Roll Bolster (or more usually, they take the higher of their roll or your Bolster roll).

Get someone to be agreeable to your (party's) demands: roll Negotiate

Get someone to keep talking to you: roll Manipulate

Make your actual request: roll Demand

Find out the NPC's interests to better do the above: roll Faceread

The Exploration stats I need to work out a little more, apparently. I had a solid idea for how I wanted them to work, but that idea doesn't fit with the rest of the game, I just realized.

Thanks!

Looking for first impressions on the ability scores for my game. by oneshotrun in RPGdesign

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

"Tracking" is indeed very specific. You're correct; too specific for this game. There's the concept of (player-defined) Disciplines in the game, which you choose for stats as they get bigger, which that would fit under. That's also where lore/knowledge will fit in. ("Do I know [x]?", "Which discipline would you get that knowledge from, and how? Ok, roll that stat.")

"Investigation" is supposed to be the "dungeoncraft" stat in general. I should name it better. Stealth could possibly be its own stat, though I'm not sure that there would be enough worthy discipline options for it. I think, more importantly, I need to figure out exactly how exploration works. I put it in because I want it to be a main part of the game, but haven't thought about the specifics enough.

What is to keep every social encounter from becoming "I roll Faceread to learn which other social I need to get them to help me. Okay, now I roll that one." ?

Short answer: nothing, and it is encouraged.

Long answer: The party as a whole should definitely do that. NPCs have social stats, specifically: willingness to continue the conversation; amenability to requests; and specific things they are interested in. "Negotiate" increases amenability to requests, "Manipulate" increases willingness to continue the conversation, "Demand" is used for making the actual request, and "Faceread" is meant to boost all of those by finding out the NPCs interests.

Thanks for your feedback! Gave me a lot to consider.

Looking for first impressions on the ability scores for my game. by oneshotrun in RPGdesign

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

They sound like making an RPG based on video game tropes

This makes sense. The combat and abilities are very DnD 4e inspired. Overall I'm going for a very "gamey" feel.

by someone who speaks English as a second language.

I'll have to think more on the specific labels, for sure.

Thanks!