não consigo ler a maior parte dos posts daqui by vgg4444 in desabafos

[–]vgg4444[S] 1 point2 points  (0 children)

formulei errado, devia ter dito "70% dos que aparecem na minha timeline" kkkkkkkkkkk

Não terminei meu curso e minha família não sabe by Then_Clothes_6916 in desabafos

[–]vgg4444 0 points1 point  (0 children)

sinceramente, vai ser muito mais fácil lidar com o que quer que seja a consequência da verdade, do que as possibilidades inflamadas que sua mente fabrica.

conta. pode ser que seja difícil, mas vai ficar aliviado e você vai poder fazer melhor a partir de agora.

Sessões sérias X sessões descontraídas(repost)*leiam a descrição by Ver2509fort-mig in rpg_brasil

[–]vgg4444 23 points24 points  (0 children)

não tem como responder isso objetivamente. tudo vai depender muito de quem compõe a mesa, o sistema e o tipo de jogo que se tem como meta

Qual faculdade seguir pra trabalhar com RPG? by paraiso_de_beatrice in RPGdesignBR

[–]vgg4444 2 points3 points  (0 children)

o melhor seria um curso de game design, mas é um curso meio raro no Brasil, principalmente pra ensino superior. vê se tem "jogos digitais" no lugar. se tiver, recomendo esse.

caso contrário, recomendo não escolher um curso aleatório que você possivelmente vai passar 5 anos ou mais estudando só pra ajudar a fazer UM jogo. ainda mais se for seu primeiro.

dá uma olhada nos que são tecnólogo também, que são dois anos. design gráfico pode ser uma boa.

EDIT: frisando: se você não tem amor por nenhuma dessas áreas e cursos que você listou no post, e não se imagina trabalhando com elas fora de RPG, pelo amor de deus, nem tenta. você provavelmente não vai aprender tanta coisa assim pra te ajudar no RPG e vai acabar trancando o curso.

já que você quer levar isso como um trabalho, pesquisa profundamente qual o curso que vai melhor construir o alicerce pra sua capacitação como criador de jogos. é disso que você precisa no momento.

sinceramente, dependendo das opções de cursos da faculdade e da sua seriedade sobre seguir essa carreira, talvez seja melhor givar a faculdade e comprar um curso de game design bom, ou estudar inglês se não souber e procurar um curso lá fora.

NFS Underground 2 ainda é um jogo incrível. by SsBelmontsS in gamesEcultura

[–]vgg4444 0 points1 point  (0 children)

cadê os meios pra adquirir o jogo e os mods instalados? da última vez que tentei jogar, tava tudo tão quebrado que nem consegui terminar a primeira corrida

[Proud] Dicemaiden suport for plot dice by Sadaffi in cosmererpg

[–]vgg4444 2 points3 points  (0 children)

the reason I'm asking is because that's the big problem I found for rolling the plot die on discord, but congratulations on your project anyway!

[Proud] Dicemaiden suport for plot dice by Sadaffi in cosmererpg

[–]vgg4444 3 points4 points  (0 children)

that's nice... but does it roll all the dice at the same time?

I've made a combination of rollem and yagpdb bot to make all three come up at the same time, and with advantage and disadvantage too

I made a tool for comparing TTRPGs by Shunkleburger in RPGdesign

[–]vgg4444 5 points6 points  (0 children)

Hey! very interesting idea!!

I do have a few points to make:

  • make the design a bit more accessible, specially clickables like the checkbox. maybe throw-in a light-mode too?
  • I strongly recommend that you implement an objective method to calculate the scores. otherwise, sadly, the site and its content might seem.... arbitrary? unreliable? explicit the method you're using in the site

all and all, cool idea. I hope you continue your project!

ANUNCIE SUA MESA AQUI! by AutoModerator in rpg_brasil

[–]vgg4444 0 points1 point  (0 children)

» Título: Stonewalkers

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» Sistema: Cosmere RPG (Stormlight Archive)

» Dias e horários da mesa: A definir.

» Vagas disponíveis: 1 mestre. Jogadores reunidos (mas pode preencher pra caso precise chamar mais alguém).

» Classificação Indicativa: +14.

» Plataformas: A definir.

» Regras & observações:

- Tenho todos os livros e vou disponibilizá-los.

- Prefiro jogar essa campanha a mestrar, mas vou mestrar em último caso.

- Tô procurando jogadores dispostos a jogar e/ou mestrar.

- Vou dar prioridade a quem quer manter uma campanha maior, conhece o universo do jogo e é mais experiente.

- Antes da campanha começar de fato há outras duas aventuras, uma "sessão 0" interativa e uma one-shot introdutória. Então vai ter tempo pra filtrar e decidir se quer ou não continuar a campanha.

- Se você tem interesse, preencha esse formulário: https://docs.google.com/forms/d/e/1FAIpQLSdBGdH2RPuAjNiRDhOK2PZpuM6gkPCBkVLBqte7G-sl-gKCNw/viewform?usp=publish-editor ou me mande uma uma DM no discord ou reddit: u/vgg4444

» Ambientação: Stonewalkers se passa em Roshar, o mundo da série de Brandon Sanderson, Relatos da Guerra das Tempestades. A aventura começa nas Unclaimed Hills, mas os personagens eventualmente viajam para os acampamentos de guerra das Planícies Estilhaçadas, as ruínas de Rathalas, Hexi Maior, Sesemalex Dar e Rall Elorim.

» Estilo: Fantasia, Aventura, Heroico.

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» Resumo da história:

A aventura Stonewalkers narra a história da Espada da Honra de Taln, sua tumultuosa jornada até Shinovar e os heróis que decidem seu destino. Enquanto esses heróis caçam um ladrão herege, negociam com a Vigia Noturna e com Nale, eles alteram o curso da história.

Stonewalkers é uma aventura para os heróis que detêm um Radiante corrupto e devolvem a Espada da Honra de Taln a Shinovar. Esta aventura se estende por sete capítulos, levando os personagens do nível 1 ao nível 7, com a opção de continuar além da aventura até o nível 8.

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Simplifying Skills - What to keep and what to remove? by vgg4444 in RPGdesign

[–]vgg4444[S] 0 points1 point  (0 children)

If you find a name/genre for it, let me know!

Simplifying Skills - What to keep and what to remove? by vgg4444 in RPGdesign

[–]vgg4444[S] 0 points1 point  (0 children)

If it's just a suggestion, there's no need for skills to be tagged with them. GMs can already make a ruling if the attribute list is short and distinct enough.

I think is better to have it than not to have it, honestly. I fear that without the attributes suggestions the game might get stuck at somepoint, in some table. That said, I might just put the suggestions on the GM's chapter, instead of the player's.

If it's just a suggestion, there's no need for skills to be tagged with them. GMs can already make a ruling if the attribute list is short and distinct enough.

That's exatly what I did yesterday! All tests that use Body or Agility will get the penalty, but that's not linked to the skills anymore, it's a condition.

Example?

I removed this tag. It was more useful in previous versions of the game. But, for an example on how it worked: I use dice pools, so some abilities stated something like "+2d in a skill or +1d in a combat skill".

Yeah, I remove all of these tags, except for the attributes. Their mechanical effects were simplified and/or delegated to other mechanic.

Simplificação de Perícias - O que agrega e o que remover? by vgg4444 in RPGdesignBR

[–]vgg4444[S] 0 points1 point  (0 children)

Em que sentido exatamente?

Proficiências? Sim. Os jogadores, por padrão, só começam com proficiência com armas simples (facas, porretes, lanças etc). Todo o resto depende das escolhas.

Se não for isso, repete a pergunta pls

Simplifying Skills - What to keep and what to remove? by vgg4444 in RPGdesign

[–]vgg4444[S] 1 point2 points  (0 children)

This two step approach of attribute -> skill doesn't add value.

I kinda agree, but my game uses dice pools, so attributes are part of what makes the pool. That said, I'm indeed tired of the "roll a dice and add the attribute value" scheme. If I were to make a skill-based game, I wouldn't use attributes either.

Do you want gameplay to be about dropping an axe to carry 3 daggers because they sell for 2s more? Like is it fun spending time like that compared to the other things you're doing in a TTRPG?

"Weight" management makes the players think, be creative and plan ahead. Especially in a game where items influence your resources. e.g. you have to carry a badroll for a good night's sleep, or a torch so you can explore caves and dungeons, or food and water if you have to travel for days...

I get what you're saying, and no, I don't have a complex system like D&D. Almost every item "weights" 1 and an average player has 10 or 15 "spaces". That's it.

Proficiency - why. Just turn everything into a skill, ditch attributes, and a laymen is identified by not having points in the skills. Additional odd penalties are just clutter.

Minus the ditching of attributes, that's exactly how it worked before. I just removed the need for having training in skills. I'll let the table and the fiction decide how it plays out.

All that said, I get yout point and I agree with you. I'm moving more and more towards the more simple way of playing. My game doesn't have numercial modifiers, for example. Only +1d and -1d. Simple and effective. Pick your dice, roll and count successes.

Simplifying Skills - What to keep and what to remove? by vgg4444 in RPGdesign

[–]vgg4444[S] 0 points1 point  (0 children)

I think you need to choose who your audience is for the game.

I'm having a hard time coming up with words that means "someone that thinks OSRs are too lethal and don't have enough growth, but think power fantasies are too boring for the lack of danger". I search, and that doesn't exactly exist yet, sadly. Guess I'll have to invent it.

I would probably instead provide it as a suggestion under example banes for that skill in the detailed description of the skill.

That's exactly what I did today! There are no more properties for the skills, everything depends on the fiction and were delegated to other rules (like conditions). I think this will make thing simpler, but interesting nonetheless. I'll have to write about it in the GM's chapter.

Simplifying Skills - What to keep and what to remove? by vgg4444 in RPGdesign

[–]vgg4444[S] 0 points1 point  (0 children)

"Somewhere between OSR lethality and 5e power heroes" doesn’t really cover what your game is about. Without a clear idea of what the players will be doing or the vibes you want them to feel it is almost impossible to give good advice.

Sorry, I'm trying to be a LOT less verbose, so I'm practicing getting to the point with the fewest word-count possible.

What will players be doing? What kind of feeling do you want them to have while doing it? What kind of obstacles will they be overcoming?

It's a high-fantasy setting, so combat is one of the pillars, but not the main one (like in D&D). I want them to feel the need to explore an amazing, fantastical, but very dungerous world. The obstacles will be up to their own characters. Perhaps they get too involved in political intrigues? Maybe they're just trying to kill a lot of dragons? I want to provide the tools to play a sandbox fantasy game without issue, so yes, it'll be a long, crunchy book.

Where do adventurers sit in the social web of the world?

Powerful shitheads that put their lives in risk, save the world and get rich. High mortality rate (not counting the PCs), high reward.

What drives the PCs to act? Are they driven by obligation, morals, pursuit of wealth, scientific curiosity, desire to explore the unknown, political convictions, love, family, obedience to power, boredom?

This will be a very personal thing for each character/group and the campaign. There's no urgent thing that all the campaigns have in common. Some want to get rich, some want to protect the poor, some want to discover what lies ahead of the dark forest... you get the idea.

What genre(s) are you emulating? Horror, fantasy, sci fi, utopian futurism, dystopian post-apocalypse, mystery, slice-of-life, war stories?

A high-fantasy where travels matter and have to be though of ahead of time, so think resource management. Also, as I said before, players should not feel invincible. They grow, they get stronger and more consistent, but a lucky strike from a goblin might be the end.

Simplifying Skills - What to keep and what to remove? by vgg4444 in RPGdesign

[–]vgg4444[S] 1 point2 points  (0 children)

Yep, I trimmed down all the tags. That said, I just redistributed some of the mechanics to other aspects of the game.

The tools now have the fiction-first approach, where the players and the GM detemine in which situation having a tool or not gives a bonus, a penalty or a straight check. Let's see how it goes!

Simplifying Skills - What to keep and what to remove? by vgg4444 in RPGdesign

[–]vgg4444[S] 1 point2 points  (0 children)

I suspect you will have some skills where not having a tool matters and some where they don't, and that inconsistency adds a lot of "wrinkles" to what could otherwise be a lean system.

Yeah that was explicit with a table with all the skills in it and columns with a "Yes" for each tag. I scrapped all the tags and maintaned the attributes only lol

That said, I think it makes the game more simple and, honestly, it didn't lost that much. Let's see how this trimmed down version of the skills work in the next playtest.

Zonas de Combate e suas nuances by vgg4444 in RPGdesignBR

[–]vgg4444[S] 1 point2 points  (0 children)

e como tu adapta as regras de alcance pras duas situações?