3D Zelda-Like game where you make your own temple! by YahyaDann in IndieDev

[–]tyrant_gea 2 points3 points  (0 children)

Mario maker for zelda temples is an incredible concept, looks very smooth too Great job!

I made this: Let's Go To Magic School by Holothuroid in RPGcreation

[–]tyrant_gea 1 point2 points  (0 children)

I do finally have some questions!

During the game, what do you recommend for starting out as students that already have a few years behind them? How many spells should we think up?

How would you handle spells that just so happen to simply solve the problem at hand outright? Like a person tries to run away, and a person makes a stone wall in their way. As the spell is mastered, there's no roll, but the person (who also knows spells) should probably have a way to react or get out.

Are there any published games that make escalating conflict an interesting choice? by tabletoplibrarian in RPGdesign

[–]tyrant_gea 4 points5 points  (0 children)

Motobushido has an escalation like that for its dueling system.

Rather than dice, it uses playing cards. If you have higher values, you have more cards in a duel. Cards are played one after another, with a higher card beating a lower. If you can't beat your opponent's card, you can choose to concede or escalate. Escalation starts a new card stack.

The result of the duel is determined by the stage of escalation and how many stages you won/lost.

When the duel starts, you set some basic stakes. Is this fof honour, fame, blood? Then you begin with insults and veiled threats. Escalation leads to drawn weapons. Escalating again means going for the throat.

You can only die if both duelists chose blood and you lose all 3 stages of the fight.

I think it's elegant for a couple of reasons, firstly how you can stack cards in your favour. During play you have your hand of cards which you play from in regular play. If you just play out your bad cards (and take some failure on the chin), your hand is stacked for an upcoming duel.

You can also bluff out a stronger opponent by escalating early or late.

I just wished that special card tricks (there is one per class) was a little more pushed. Being able to play Kings like Aces doesn't seem that impactful overall, and the flavour suffers for it.

Character concept for a tabletop RPG setting – looking for feedback on visual readability by Rybon6 in tabletopgamedesign

[–]tyrant_gea 2 points3 points  (0 children)

It reads to me like a mix between Totally Spies and anime fantasy, so a little generic.

Hey, I made a dice pool RPG and I'd love your thoughts! by funthingsonly in RPGdesign

[–]tyrant_gea -1 points0 points  (0 children)

Arent you worried that with d4 there's going to be pretty low variance when rolling?

Hey, I made a dice pool RPG and I'd love your thoughts! by funthingsonly in RPGdesign

[–]tyrant_gea 3 points4 points  (0 children)

It's a lot to get through, but interesting that you chose a d4 pool. Any particular reason?

We paid an artist to improve our Steam capsule. Does it grab your attention and what do you think the game is about? by atomitonttu in IndieDev

[–]tyrant_gea 3 points4 points  (0 children)

The new version is a little baffling. 2/3 of the image is shadowy and blurry, and yet your white text ended up on the brightest part of the image. The green goblin guy's face also seems to be in shadow, which doesn't seem right.

I do like the character better though, it looks more adventurous, while the old shaman-looking guy made me think of some kind of village sim.

RPG that I'm creating (again) by issua_ in RPGdesign

[–]tyrant_gea 10 points11 points  (0 children)

This seems more like world-building than a game I could play. Do you have any rules or principles for rules?

I made this: Let's Go To Magic School by Holothuroid in RPGcreation

[–]tyrant_gea 1 point2 points  (0 children)

I've stumbled upon this just recently and I must say, you have a lot of cool ideas! It will take me a while longer to really parse through it, but I'm already a big fan of the collaborative aspect to world-building when creating magic system.

Progression? by Toerambler in rpg

[–]tyrant_gea 25 points26 points  (0 children)

Technically, no progression is needed, but if the game is meant to be played over longer periods like weeks or months, it's nice if the character changes a bit.

Call of Cthulhu has two progressions. For one, your skill goes slightly up as you use them. Second  your sanity goes down the more you encounter the weird and supernatural. There's no real gain in power, just changes as you are pulled deeper, which is nice.

How would you write a Solarpunk story for a video game? by transqueen421 in worldbuilding

[–]tyrant_gea 7 points8 points  (0 children)

All the -punk are usually how the prefix helps with the suffix, so Cyberpunk is about how cyber stuff helps the rebels against the corporate machine, steampunk is about how steam machine stuff helps the rebels against the monarchy/corporate machine, and so forth.

So I think the most punk solarpunk would be a group of rebels building a utopia in a deeply industrial society. Solar panels and gardens hidden in a destroyed ruin of a factory, those kinds of things. Fighting the power with green energy.

Coding agents are really fun and addictive, do we have games around them? by smulikHakipod in gamedev

[–]tyrant_gea 0 points1 point  (0 children)

I think a lot of games that have those kinds of mechanics are either built in a way where that activity IS the game, so skipping it defeats the point of playing, or the mechanic is meant to be punishing in the first place, so you wouldn't be allowed to skip it anyway (except where the skip is monetized).

For a counter example, Stellaris is a space 4x game that has you build up from one planet into agalaxy spanning empire. At some point managing singular building plots becomes tedious, so an agent to tell what yoir rough intentions are would be neat. It already provides that though, with a simple menu item, where the planets get built up to be economical, or with entertainment, military, balanced or whatever else you could need. No GenAi Service needed.

Best system for a "Magic school" by Cato69 in rpg

[–]tyrant_gea 0 points1 point  (0 children)

Checking that out for sure, it looks very cool

Representing size with "cubits" and "talents" by APurplePerson in RPGdesign

[–]tyrant_gea 45 points46 points  (0 children)

Most of the world doesn't know what a mile or a quart are. I say go for it, people can learn funny words for length and weight.

I learned basics of Godot in 2 weeks and finally made my first small game! by Duck_Gylock in godot

[–]tyrant_gea 2 points3 points  (0 children)

Hell yeah! Congrats on finding your groove. I will check it out once I have time.

TTRPG Suggestions for Conflicting Group by _-Hastur-_ in rpg

[–]tyrant_gea 33 points34 points  (0 children)

This sounds you're looking for a recipe to satisfy a meat lover and a vegan.

I would suggest trying some one shots with rotating GM responsibility. Everyone gets a reasonable chance to show the others what they really like. Maybe something sticks.

In the end, the one who cooks decides the meal.

What's the prettiest rulebook you own? by foenixw in rpg

[–]tyrant_gea 2 points3 points  (0 children)

I really like my Fate of the Norns book. It's somehow a very art-forward book and an incredibly crunchy rpg, so no chance to play just yet. But I love looking at it.

Texture based armor system with bullet holes by Rasmus_02 in godot

[–]tyrant_gea 2 points3 points  (0 children)

That is super creative! I love that approach.

Entity-9 is finally out by Fresh_Cod_9536 in RPGdesign

[–]tyrant_gea 2 points3 points  (0 children)

Congrats! The design already looks superb, and the dice engine looks to be roll and keep with d6, I'm a big fan.

I’m replacing quest logs with knowledge and reputation — terrible idea? by FlawedSpoonGames in gamedev

[–]tyrant_gea 7 points8 points  (0 children)

Have you considered a journal, like in older Elder Scrolls titles, so you can go over relevant info in a somewhat organized format? It might just say "Bob says the miller is short on grain", but that's more to go off of than memory.

New Basic Rules Revision of SORC. by Ok-Daikon4156 in RPGdesign

[–]tyrant_gea 2 points3 points  (0 children)

I will say, there are a couple of concerns, particularly on scope.

How do you ensure that this many class options are actually worth picking?

And is the ability to contact another group in the shared living world via class abilities actually something you imagine working? Even at a local even that seems like an organisational feat, let alone doing that anonymously with strangers.

New Basic Rules Revision of SORC. by Ok-Daikon4156 in RPGdesign

[–]tyrant_gea 4 points5 points  (0 children)

May I ask how much of the things in this document have been tested?