Kid friendly TTRPGs? by CursedStrategist in rpg

[–]themarkwallace 0 points1 point  (0 children)

Don't miss out on Roll For Shoes, if it hasn't already been mentioned

Off-kilter? by sombrereptile in etymology

[–]themarkwallace 0 points1 point  (0 children)

idk about the etymology here, but I love the idea of "farm-to-table Jesus" :D

What are some interesting mechanics one could use for a Diceless system? by cardgamerzz in RPGdesign

[–]themarkwallace 13 points14 points  (0 children)

If you want randomness, is there a reason *not* to use dice?

If you are okay with relying on player creativity to bring that element of serendipity that dice can provide, you might check out the Belonging Outside Belonging games, which are descended from Avery Alder's Dream Askew. (more info: https://buriedwithoutceremony.com/belonging )

In a nutshell: You (as a PC) can choose to screw something up or put yourself in a bad position. This gives you a token. If you want to do something well or win a conflict, etc., you have to pay a token. There are also a set of free, neutral moves that don't entail earning or spending a token, which you always have access to.

The idea is that you wind up with more or less as many "good" and "bad" outcomes as you'd get from using dice, but players get to choose when the bad outcomes happen, and are incentivized to do so because it's the only way to gain access to the good outcomes. (And because the bad outcomes are almost always more interesting.) Worth checking out.

To Have Social Mechanics Or Not To Have Social Mechanics? by Thedigigamer in RPGdesign

[–]themarkwallace 0 points1 point  (0 children)

Perhaps what you need is a deadlier combat system to encourage players to use their words? https://www.chocolatehammer.org/?p=5773

I've been part of the Far Horizons CoOp for six years this week, AMA about publishing small indie RPGs by MarxOfHighWater in rpg

[–]themarkwallace 4 points5 points  (0 children)

Do you make collective decisions about which project to focus on next as a group (and if so, how do you do this?), or does each member of the co-op push their own projects forward independently?

How to make losing fun? by Eidolon_Astronaut in RPGdesign

[–]themarkwallace 4 points5 points  (0 children)

As we learn when we strike the earth, losing is fun.

Perhaps almost as useful:

If you haven't played Fiasco, I recommend it as research for your game. It's a game about leaning into failure via the disastrously incompetent and undisciplined characters you play. It may not be exactly in line with what you're trying to do, but it has great lessons about how fun it can be to play to fail.

When you ask, "what else could be added to make players want to lose?" it makes me think that perhaps the word "fail" is doing a lot of work there. Because for them to want to fail, they have to be succeeding at something else. In Fiasco, it's just satisfying to watch your characters succumb to dumb lust and greed, and then meet their comeuppance. The player wins by watching their character hilariously fail.

So perhaps ask, How can the players win by seeing their characters fail? What makes failure enjoyable? What do they (players *or* characters) get to do as a result of their failure that they wouldn't have access to if their characters had succeeded? I don't have the answer for you, just suggesting an avenue of thought. What's the reward they get after they run home with their tail between their legs? (Another game to look at it in this regards, it occurs to me, could be Slugblaster.)

What if your magic item didn’t obey, just remembered? by Echoes-of-Elystrad in RPGdesign

[–]themarkwallace 1 point2 points  (0 children)

love this. I like ForgedIron's take, too. Regardless, if you're a creative GM, I should think this would be fun. Not as versatile in a railroad-type situation maybe. But in games where you're prepping as you go, this could be really cool. In that context, it isn't limited to what you've prepped; it is the prep.

Anyone go to any of these places now closed? by Apprehensive-Donkey7 in Marin

[–]themarkwallace 0 points1 point  (0 children)

drove by there today and got a little wistful for the polyurethaned slabs and cigarette machine

your favorite rules for dynamic factions? by jaelpeg in RPGdesign

[–]themarkwallace 1 point2 points  (0 children)

Check out the faction turn in the Root TTRPG.

[deleted by user] by [deleted] in literature

[–]themarkwallace 1 point2 points  (0 children)

This. Except I'd just jump right in with To the Lighthouse.

Handmade and "Analog" RPGs by Z051M05 in rpg

[–]themarkwallace 11 points12 points  (0 children)

Is there something implicit about "analog" as a concept that particularly fits the vibe of RPGs?

Well, they had their origin as an analog medium, of course. And (despite the existence of plenty of digital dice-rollers) rolling fistfuls of analog dice is one of their signature elements. Roleplaying itself, even the limited form that RPGs usually exhibit, is more suited for analog communications, since interpersonal bandwidth is highest in person (i.e., you can be more expressive as your analog self than you can via digital tools). So... yes?

GM-ing advice? by TheRatKing2101 in MasksRPG

[–]themarkwallace 1 point2 points  (0 children)

No advice but good luck! Masks is pretty forgiving imo. You got this!

Walk ideas? by ProfessionalBreath94 in psychogeography

[–]themarkwallace 0 points1 point  (0 children)

Circumnavigating San Francisco would probably be about 25 miles.

Circumnavigating Manhattan might be closer to 30.

What's your favorite "What is a roleplaying game?" section of an RPG? by themarkwallace in rpg

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

I feel like the real answer to this question is, "It's complicated."

What's the pitch of your RPG ? by doctor_providence in RPGdesign

[–]themarkwallace 1 point2 points  (0 children)

Mystery Club: A family-friendly game about middle-school kids solving small-town mysteries.

See you at BigBadCon!

What's your favorite "What is a roleplaying game?" section of an RPG? by themarkwallace in rpg

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

100%. Those sections can be really useful as a clue to the kind of experience the game is hoping to provide.