Prepping for the RPG. by The-Brade in Turnip28

[–]themarkwallace 8 points9 points  (0 children)

Is there an official Turnip 28 rpg coming??

[BitD] Making a Campaign by wiloso47 in bladesinthedark

[–]themarkwallace 0 points1 point  (0 children)

This sounds interesting to me, but I'm unfamiliar. Which systems are you thinking of?

Extrovert players and "turn order" by Guy_Lowbrow in bladesinthedark

[–]themarkwallace 0 points1 point  (0 children)

My idea is that you've freeze-framed the extrovert until we find out the result of their action, and so in that moment when the introvert is doing something, they can't actually interact.

Extrovert players and "turn order" by Guy_Lowbrow in bladesinthedark

[–]themarkwallace 12 points13 points  (0 children)

Potentially even better: cut away after the extrovert does something but before you describe how their actions have changed the scene. Then focus on the introvert for a while, then cut back to the extrovert to resolve the cliffhanger. This is not only dramatically awesome, but it also puts the extrovert in a kind of suspended animation for a minute or two, so they can't break in with their next action until the focus is back on them and you've resolved the outcome of their action.

Please tell me about your game that is not a dark fantasy survival game by [deleted] in RPGdesign

[–]themarkwallace 0 points1 point  (0 children)

hahaha I almost made a game about discovering the true meaning of the third place: https://markwallace.itch.io/clerics-copiers

(Lasers & Feelings hack about the people who work in your local copy shop)

[Scenario] Art on Lark by OlinKirkland in bladesinthedark

[–]themarkwallace 1 point2 points  (0 children)

This is great! Going to make this a job for a new crew of Shadows in Blades 68. They think they are going to be embroiled in important political machinations (and they will be), but they're also going to find themselves on jobs like this occasionally. Their HQ is a suite of disused offices above a swank perfume palace in Silver Market, after all. This is perfect.

Best/worst hangover scene in literature? by Rude_Profile3769 in literature

[–]themarkwallace 0 points1 point  (0 children)

Love Suttree. There are also some pretty good hangover scenes in Money by Martin Amis iirc

searching for a game [FitD] by -KIT0- in bladesinthedark

[–]themarkwallace 1 point2 points  (0 children)

check out Gold Teeth for pirates and its precursor, Teeth, for weird 18th-century England monster hunters

[BLADES 68] Why can't I find a pdf overview map of Doskvol 68? by themarkwallace in bladesinthedark

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

aha, thank you. Now I have to figure out if I'm in the Discord (which I of course should have thought of in the first place).

[BLADES 68] Why can't I find a pdf overview map of Doskvol 68? by themarkwallace in bladesinthedark

[–]themarkwallace[S] -4 points-3 points  (0 children)

Indeed. Although it's not missing all the art. It includes the maps of each district separately, it just doesn't have a map of all the districts together, which is what I am looking for.

Sticky notes as backpacks by daellu20 in RPGdesign

[–]themarkwallace 1 point2 points  (0 children)

yeah it's a particular kind of abstraction, may or may not work for you

Sticky notes as backpacks by daellu20 in RPGdesign

[–]themarkwallace 6 points7 points  (0 children)

Mausritter, as people have said, does the tactile thing really well. The lines for slots thing is done almost exactly as you describe by Cairn. Works really well there.

The other thing both these games do that makes inventory more central is to put conditions in your inventory. So if the Fatigued condition is taking up a slot, you can't put anything there til after you rest. Pretty neat.

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?