/r/RPGdesign

Photograph via //r/RPGdesign

A gathering place for anyone, either casually or professionally, designing, hacking, or otherwise working with the mechanics of pen-and-paper tabletop role-playing games.

NORMAL

A gathering place for anyone, either casually or professionally, hacking, designing, or otherwise developing/publishing pen-and-paper tabletop RPGs.

RPG Design

Is for discussing Role Playing Game Design and Development:

  • Homebrew game mechanics
  • Design, layout, and other production aspects of RPGs
  • Asking for advice about your system/setting
  • Recruiting assistance with game design and development
  • Mechanics and design of existing, published RPGs
  • Other elements of RPG production and publication

Is not for...

  • Video game RPGs, including MMOs
  • Tabletop boardgame design
  • Flaming professional or amateur game designers

Before you Post:

  1. Check out the WIKI! The WIKI contains resources for designing and reviewing your game, as well as a section to list your project.

  2. See these posts for commonly asked questions on licensing, dice probabilities, and asking for and giving feedback.

General Rules

  • Be civil - the person you're critiquing now, may be reviewing your work tomorrow.
  • No personal attacks, even if the designer isn't a member of the subreddit.
  • Limit requests for editors, writers, artists, etc. to one post.
  • Do not link to, request, or otherwise encourage piracy.
  • Crowdfunding and promotional posts are limited to Member Projects, with moderator approval (see Crowd Funding and Promotion Rules in the wiki).
  • Keep all criticism constructive.
  • If someone took the time to offer feedback for your project, it is good manners to offer feedback for their project in return. After leaving feedback, if you want reciprocal feedback for your own project, you must provide your own separate thread / location for feedback; do not derail other member's feedback thread.
  • Also see our subreddit rules.

Special Initiatives

  • Member's Twitter: We now have a Twitter Share list for mutual social media promotion. See it here.

  • Activity Thread: We have weekly, pre-planned discussions about mechanics, game design examples from published games, and aspects of the games we are designing. Listing of these Activity Threads (2016, 2017, 2018, and 2019) is maintained in the wiki.

  • Projects Index: We are building an index of projects from /r/RPGDesign members. If you are an active contributor to this sub, contact the Mods to have your project added to the index.

  • Late Beta / Published Game Review: See the aforementioned WIKI for information on how to request and submit reviews.

Post Filters

Business Crowdfunding Dice Feedback Request Game Play Mechanics Meta MOD POST Product Design Promotion Resource Scheduled Activity Seeking Contributor Setting Theory Workflow

Related Subreddits

/r/RPGdesign

72,787 Subscribers

1

Making Science Fantasy RPGs

I’m curious about if there is any other RPGs who can combine both sci-fi and fantasy elements outside of Star Wars, Warhammer and Dune games.

Because I started to create my own. Especially, with its own lore. But has not got a lot of people’s attention. Is it that DND so popular rn or my pitches are not great? Maybe, both.

I’ve been trying to give my game, an identity. But it’s too indie and complex for mainstream. Does it require me to loosen the rules or be more specific with them?

How can I appeal to someone outside of my friend groups?

It is a collective multiverse with more freedom to create any character within its own setting. They could play these fantasy or science fiction races which give them opportunities to explore or fight through hostile environments and parallel universes.

Is that a enough? Or do I need more info to push my ideas?

0 Comments
2024/03/10
20:49 UTC

2

Guns, aiming and shooting

I'm working on my sci-fi ttrpg universe from a mechanical side again and I want to see if this makes sense or if people think it would drag.

Quick rundown of how shooting works on your turn; you have 10 action points, everything cost a different amount of action points, different guns have different action point use cost and different reload cost. Getting general weapon training or specific weapon training can lower The action point cost of weapons types.

Action points cannot be saved for later on, you always start the next round with 10 unless you have some kind of buff/debuff.

So example you have a gun where each shot takes three action points then one to reload so that would be your whole turn.

Every gun has different stats and going from range, damage, reload time, recoil and other modifiers.

Recoil is a number that subtracts from your aiming modifier, if you don't have sufficient training in guns or that specific weapon group you could possibly have negative aiming stat for that weapon.

Switching targets after shooting adds a small negative to your aiming modifier.

There's some other things like being able to modify your weapon or shot calling but I can put that in another post.

What do you think so far, I think it's pretty straightforward especially if I give the players a picture that has the stats of the weapon.

I'll put a little bit more info in a comment down below.

3 Comments
2024/03/10
19:59 UTC

1

Statistics for alternative dice mechanics: "1@XdY > CV" and "Dice Poker"! Complete with color-coded tables..

I was over here a couple of days ago asking about notation for the "Roll at least X on your highest die" mechanic, and you guys were very helpful!

Well, I completed that study, to my satisfaction, and also did another one for a "dice poker" mechanic.

https://introscopia.github.io/en/Puzzles_&_Math/dice_studies.html

Let me know what you think! Cheers.

0 Comments
2024/03/10
19:46 UTC

2

Playing With Madness Podcast on Rascal.news!

A press release I wrote for Playing With Madness Podcast is now up on Rascal.news, a new website focused on Indie RPG news. The website is really cool and I'm very happy they've posted our content. The article is a great way to find out what Playing With Madness Podcast is all about. Check it out now!

https://www.rascal.news/audio-journeys-beyond-the-realms-of-sanity/

0 Comments
2024/03/10
19:05 UTC

1

What weapon/equipment system have you found that you really enjoy?

I'm trying to look for fun systems to inspire my own. Recently I've come across mentions of MCDM's equipment system. I don't have the kickstarter so all I know is just from word of mouth from my friend, but essentially it seems like it's grouped in "kits", which consists of tools, weapons, and equipment made for a class or so. I'm assuming that the damage scaling comes from the class instead of the weapon itself.

This is something I really like but personally I have something that's like soft classes (not as defined and doesn't scale with levels, just sorta like skill trees). I'm not sure how I can add progression scaling unless I make like a kit for every skill tree? I haven't given it as much thought yet, but just wanted to see what else is out there so I can get some brain food.

Thanks everyone!

2 Comments
2024/03/10
18:38 UTC

5

Information/Help Needed!

I have been Dm/Gming for almost 20 years and my group has convinced me to try to publish as third party, I am currently struggling with the maps, my artwork is good enough for the group to play with but not up to snuff for printing. What tools /programs are good for this? Thanks in advance!

2 Comments
2024/03/10
18:22 UTC

3

What is the line in the sand for you when it comes to "too much" or "too little" crunch?

I understand this is primarily a preference, and over the years I've played both higher crunch with Shadowrun (SR3) to low crunch (Amber Diceless and Monster of the Week).

I've enjoyed both but find that in my older years I rarely have the time to get into TTRPGs with higher crunch level due to the burden required for learning the rules (I won't play a game if I can't bother to learn the rules), which includes D&D 5E.

So for me, the line in the sand is whether I have to invest a part-time job into learning the game or not just to play.

What's yours and how does that influence your own project(s)?

18 Comments
2024/03/10
18:14 UTC

3

Intuitive probabilities

Read someplace that humans only have an intuitive sense of odds for up to 5v5, and beyond that we're kind of 'eh, seems even'. Which is weird, but my monkey brain is very clear that 4v5, I'm gonna die, but 5v6, it goes 'eh, close enough'. 5v7 doesn't generate the same visceral reaction, or even 5v8. But 6v8 is 3:4, and monkey brain understands that.

So if you want a system where players intuitively, viscerely understand how good/bad a result is, your numbers have to be small, with concommitant limits to your results table. Which is still quite a lot of steps of gradation, viz:

5:1, 5:2, 5:3, 5:4, 4:5, 3:5, 2:5, 1:5. (8) 4:1--1:4 (4) 3:1--1:3 (2) 2:1, 1:2 (2). 1:1. Substantial number of x:x reducible fractions.

Playing around with opposed rolls, d46810, to get results, ie 5:3, and player gets a visceral reaction to the result (without need to do math). Think of melee where an even result is no damage or a knick. Maybe ratio damage, so if you get 1:4, suffer 4x dmg. Makes rollings 1s very dangerous. More skilled characters less chance to roll a 1, and less chance to get ratiod. (assume that in more evenly matched cases, ie 3:2, both melee combatants suffer some damage).

0 Comments
2024/03/10
18:08 UTC

1

Help with combat mechanics?

My TTRPG design has a lot of mechanics that separate it from 5e (I hope), but for combat I do generally use the "roll to hit, then roll damage" system with stats and modifiers similar to 5e (though I have 6 stats flat, they don't split into other stats). I'm using a "Zone" system for movement and weapons ranges, though, so not super gritty.

Is this still a desirable design? I like it because it gives each enemy their own difficulty, but I know this sort of gameplay can be frustrating. I'm still in the drafting phase of my project with an upcoming test campaign but I guess I just want outside input. I don't mind reworking the game as it's tested, but I don't want to put all that work into balancing the attacks and stuff you can do if the conceit of the design isn't gonna be enjoyed. 😥

One idea I had was rolling a pool of dice, and then a certain amount going into hitting the enemy, and the remainder is the damage (for example, rolling 3d6 to hit a DC of 12 enemy, getting an 18, so you deal 6 DMG plus whatever modifier). But the issue with that, I feel, is it takes away from the enemy's difficulty. What do you think?

2 Comments
2024/03/10
17:50 UTC

6

Something I’ve never done before

I have a game idea that I’m very passionate about, and am sharing it today. This took a lot for me, and I greatly appreciate you checking it out.

“You work the night shift cleaning up supernatural threats in your town. It’s a messy and unpleasant job, but it pays the bills. The company provides medication to keep you awake but in a haze - with little memory of the night once it’s over. The game challenges you to examine your values and ask what it takes to break free from monotony to pursue a more fulfilling life.”

For context, my best friend and I just turned 30. We both work passionless jobs to make ends meet. I’m afraid I’ll never escape this monotony and die without realizing my potential. As a step towards my creative self, I want to make a game that explores these feelings and helps others in the process.

I envision episodic play, where you and your coworkers tackle a job/case/contract each game session, with a set number of episodes per “campaign.” I am kicking around mechanics that may align with the theme, and of course draw inspiration from my set of comfort games.

Though, I fear I’ll never finish this game. Like others (I’m sure) I have hundreds of notes on my phone, but nothing to show for it. I want so badly for this to be the first game I actually finish and realize this vision.

So what do I want you to do about it? Please, share your thoughts. Critique my game idea. Introduce me to games that explore this theme. Show me what has helped you. Share this post. Check in with me to see how the project is progressing. Besides my best friend, I don’t have anyone else to talk about this with.

I have watched countless days go by where I did NOT make this post, and today I’m deciding to wake up, take the first step, and do something about it.

Thank you for reading, and an even bigger thanks for any support you can provide. I appreciate you taking the time out of your day to help me. I will check back here frequently and post updates as progress is made. If there is somewhere else I should post this, let me know.

Genuinely, have a great day!

4 Comments
2024/03/10
17:41 UTC

0

In the name of full transparency, Let's talk about the use of AI art in my new TTRPG Math Rocks & Funny Voices.

22 Comments
2024/03/10
17:22 UTC

9

Is a d12 swingy in terms of results?

I was going to originally use d20 for main die in my game, but I’ve come to realize it’s not great results and variety in range.

I know people prefer d10, but is a d12 okay as well?

32 Comments
2024/03/10
16:31 UTC

13

People who managed to work with publishers for their games, how did it go?

I've been thinking of looking into finding a publisher for one of my future games, but I am woefully unaware of what exactly if means working with a publisher, as well as what it entails. If anyone here could enlighten me on the positives and negatives of working with a publisher, I'd really appreciate it/

1 Comment
2024/03/10
16:26 UTC

13

What do you think of heroic fantasy RPGs wherein armor either is fully cosmetic, or can be significantly deemphasized?

Armor mechanics seem standard for fantasy RPGs nowadays. However, I have seen a couple of heroic fantasy systems wherein armor (other than special and important loot) is a cosmetic choice, such as Strike! and ICON 1.5 (soon to be 1.6). Incidentally, these two games also make weapons and shields cosmetic; maybe your warrior strides into battle with heavy armor and a big sword, or perhaps their very body is both armor and weapon. These two games have no built-in mechanic for compensating a gear-reliant character who finds themselves stripped of their tools, so unless the GM feels like fiating up such compensation, it is "better" for a player to say that their character is not actually dependent on their gear.

D&D 3.5's Unearthed Arcana presents an optional rule for everyone going unarmored.

Pathfinder 1e's 3pp Spheres of Might makes it easy to go unarmored, even with high Strength and low Dexterity (#1, #2).

Fellowship, a heroic fantasy PbtA game, offers armor as a gear option, but it is no more useful or mandatory than any other gear options.

Moving into adjacent genres, in Legends of the Wulin, a wuxia RPG, regular clothing is considered "light armor." Medium and heavy armor can be purchased, but it tends to be niche.

Godbound, a demigod game, has many options for going unarmored.

Superhero RPGs definitely support armored heroes, but it is generally less about "equip this suit of armor to gain X defensive benefit" and more about "your various offensive, defensive, and utility abilities are flavored as coming from this piece of high-tech armor, and you lose them if ever you lose the armor, perhaps in exchange for some compensation."

17 Comments
2024/03/10
12:20 UTC

3

Game for playing in Julian May's Galactic Milieu and Saga of Pliocene Exile

I'm putting together a game for playing in Julian May's Galactic Milieu and Saga of Pliocene Exile using the old TSR Marvel Super Heroes game.

I just got Character Generation figured out for Humans this week. It's a Work in Progress. But give it a shot.

r/Metapsychics

Here's a sample Character so far:

Master FarSpeaker Ross Kelly

Bootstrap Metapsychic Human

  • Fighting: Good (10)
  • Agility: Remarkable (30)
  • Strength: Good (10)
  • Endurance: Good (10)
  • Reason: Typical (6)
  • Intuition: Typical (6)
  • Psyche: Remarkable (30)
  • Health: 60
  • Karma: 42
  • Resources: Excellent (20)
  • Popularity: 10

NORMAL ABILITIES

Talents: Undetermined

Contacts: Undetermined

ARMAMENTARIUM (Metapsychic Complexus)

Metafunctions

Ultrasenses

  • Metafunction Usability: Trained
  • Metafunction Rank: Master (75 Monstrous)
  • . . 8 Metabilities
  • . . 16 Mental Programs

Other Metafunctions undetermined

0 Comments
2024/03/10
07:31 UTC

1

Combat/Char management systems for D&D-like TTRPG?

I'm trying to put together a complex, yet intuitive combat & character management system for my D&D-like TTRPG, Macabre Monoliths. It's a post apocalyptic with horror and occult vibes, inspired heavily by Fear & Hunger and Metro: Exodus.

I'm debating on having a limb dismemberment system akin to Fear * Hunger. How it works is, when fighting an enemy, you can cut off/break their limbs, hindering them in certain ways (EX: a broken arm disables use of that arm, and a broken leg greatly hinders movement). The same can happen to players, too. To get limbs back, you have to get a cybernetic replacement/implant, or you can mark the symbol of Ardoranta on a summoning circle to heal your body.
I also have a finished respawn system called the Trauma System. How it works is when you die, you respawn at your last long rest, or you mark the symbol of Greheere on a ritual circle to make a respawn point.
The catch is, when you die, you gain a phobia for whatever killed you. When encountering this thing again (EX: An automaton), you'll gain the fear debuff, as well as a -2 to all rolls against it in and out of combat. This debuff stacks for every time you die to an automaton.
The Trauma System is good because Macabre Monoliths is intended to be a brutal game, and it encourages players to be more careful and strategic, as well as discourages killer-hobos.
Does anyone have system concepts similar to this, and should I use the limb dismemberment system?

5 Comments
2024/03/10
03:58 UTC

7

Let's have fun and make abilities!

Hey guys, In my game, it's a "Create your own ability" type of game.

I wanted to hear what abilities y'all would love to use in a game. To make it, I really just need 3 things.

What is your ability called? What does it do? What is it's drawback. For those wondering, this ability will be of the magical variety. Feel free to get as detailed as you'd like.

Thank you for all who participate! This will help immensely in me finding the holes in my magic system.

20 Comments
2024/03/10
01:24 UTC

9

What is an EDGE in a TTRPG?

I've been seeing a lot of different stuff lately called edges? I am fairly new to the design scene and I haven't found too much researching them. It seems like they are like special skills that your character has, but that's pretty general. Can someone please explain what an EDGE is supposed to be, and how they general work in a game?

27 Comments
2024/03/10
00:20 UTC

1

I need someone to go through my spell creation process and help me figure out my issues.

Currently im working on my spell creation process This is based on Mutants and masterminds 3e power creation system (but I went in and tried to mechanically balance mine).

Some of my assumptions during the determination of power.

  • I first compared it to a basic martial using a longsword for 1 action that deals 1d8+4 damage (going up by 1 at levels 5,10,15,and 20) and assumed that casters could only ever cast their highest level spell twice and that all other actions would be made up for by their cantrips.
  • I wanted to avoid a power fantasy and wanted players to feel more like bob the butchers son who watched their friends get butchered by the local werewolf as opposed to the demigods of DND and pathfinder.
  • I wanted all choices to be equally valuable but not all choices are the same with high degrees of customization so my wizard doesnt feel the same as your wizard with a completely different backstory.

Current problems Im running into:

  • All low level spells so far have been attack rolls without any saving throws. I think that this is because saving throws get more effective the more you make per turn and thats affecting the spell save multiplier.
  • Some of the multipliers are so big that you cannot reasonably use them for all but the highest level spells. For example a basic save is such a high multiplier that you cant use it for even one point of damage until you are casting level 3 spells and then is only for 1 point of damage. At the same level with the same touch range you can make a single attack roll that on a hit deals 2d12+1d4 bludgeoning.
  • Beyond that, some of the costs for things like fire, bleed, and acid damage as well as the AOEs are so expensive that its very difficult to use them.
  • I currently have 8 example spells that are all just damage focused with a couple of illusions. Makes it great for the most basic of examples on simple damage but they are feeling a little samey.
  • I tried to make some of the more iconic DND and pathfinder spells (firebolt, fireball, and scorching ray) however, this has led to the realization that weaker versions of scorching ray are 10th level spells which you literally dont get access to until level 20 and firebolt (the cantrip in 5e and pathfinder) is a 1st level spell. Even then, both of these have a reduced range and the firebolt does pitiful damage compared to their counterparts.

here are my current questions:

  • Is there an error I made when making assumptions or figuring out my calculations about spellcasting?
  • Do all of the spell power ranges just need more power or is there some other problem that I need to fix?
  • Is my expectations just thrown off? ie. Its fine but Im expecting DND demigod levels of power here and thats coloring my expectations.
  • Am I just bad at designing spells and thats why im having such a hard time?
3 Comments
2024/03/09
23:26 UTC

4

Litmus test for a heroic fantasy RPG: what can high-level or high-XP characters do to save a massive city from an earthquake, tsunami, flood, volcanic eruption, or other major natural disaster?

And how much can non-magic-focused characters contribute to crisis relief efforts compared to dedicated magicians? D&D 3.X and Pathfinder 1e handle this in a lopsided manner; martials can do little but twiddle their thumbs, while a divine caster can whip up a 5,000 XP or 25,000 gp miracle to instantly save the whole city.

Fighting an ancient dragon or a demon lord is one thing, but what about saving lives during a more mundane doomsday? How do high-level or high-XP characters in your heroic fantasy RPG of choice fare in such an exigency? (We will assume that demigod-ish systems like Godbound are already accounted for.)

21 Comments
2024/03/09
23:18 UTC

11

Instead of having specific skills, how could you have skill area competency?

Like some people are more naturally gifted or predisposed towards being good at some things than others. What is a way to group skills into categories that if you are good in one you would be good in another? So if you put points into a specific skill all skills in that category get boosted. Or just not even have specific skills just categories.

I’m talking about something more than just “computers” or “cooking”. I’m looking for a way to break things down into a mindset maybe. Not sure how to word it. Like a way the brain is wired that allows for competency in over arching categories.

Edit- Maybe something like technically minded and artistically minded? That’s closer to what I’m trying to think of. Not exactly though.

36 Comments
2024/03/09
12:20 UTC

0

Opinion: D20 is not that "swingy".

I believe many people say "d20 is too swingy" and "it's so frustrating when my warrior to whom swinging the sword successfully should be routine, keeps getting misses to enemies, the system sucks."

To me, the answer is not that the system is a 1d20.

It's all about the DC's and modifiers!

If it feels too swingy, and the chances for a skilled swordman to roll a miss is too high, the modifier "to hit" is simply too little. (Or otherhand the DC too high). Conclusion: the rules of the game are bad, not the system.

Rolling a "1", an absolute miss, is only 5%. Even the best of fighters might have that chance to fail. Or if rolling a critical hit feels too rare, it's always possible to increase the critical hit chance of the character by 1 or more.

It's true that bell curve rolls (2d6, 3d6, or any) is more stable in results, and extremities are even more rare, but it's still possible to make any 1dX feel as stable or as swingy as you want, by modifying the DC's and modifiers. Only the extrimities remain more possible, than in bell curve systems.

Not saying bell curve is bad tho. Surely they "feel" more stable. Just saying that maybe the modifiers in some 1dX systems are way too small.

What are your opinions? Do you prefer bell curve rolls or 1dX rolls? Or pools? And what makes them feel good and work for you?

78 Comments
2024/03/09
11:38 UTC

15

What are some mechanics and rules that you've found encourage better roleplaying from players?

I'm currently working on a game system that I'm currently simply calling the "Storyteller System" (abbreviated: STS), and it's basically a very roleplay-heavy rules-light system that gives players a large amount of storytelling jurisdiction over their own characters. The bulk of the actual hard rules lay out things like who generally has jurisdiction over what and how to handle edge cases like combat. Most of the game system's document is full of suggestions for making the game as interesting as possible for all involved. This includes figuring out rules that make role playing better come more naturally to players. I am here now I'm in search of some additional wisdom to put into that document.

So, what wisdom have you acquired with all of your various disparate game systems on how to do this? Some of this certainly is the responsibility of the players, but game mechanics can definitely grease those gears. What within your power as a game designer have you done which has helped encourage good role playing among your players? I'm talking stuff like player characters having impactful-feeling relationships with one another, showing lots of emotions, and having interesting character arcs. All that juicy stuff. Lay it all on me.

43 Comments
2024/03/09
10:40 UTC

7

Magnificent Heroic Roleplaying - Superhero Retroclone

I worked on a retroclone of my favorite superhero game. It is currently trapped in licensing hell and will likely remain there forever. The goal of this document is to perserve the mechanics and put them on an open license for anyone to use in their own productions.

I wanted to show it off here for feedback. See if any changes might be needed before a proper release. You will find the link below.

It will be released for free on Itch.io and Drivethrurpg.com as a PDF and word processor document. The goal will be to make it easy for people to edit to make their own games. Due to the licensing, it can be shared, remixed, and copied by anyone without my approval.

https://docs.google.com/document/d/16VEl9VKhv_kigq5T7GJihc5iPQu6rhhIDB6pKGCCy4M/edit?usp=drivesdk

3 Comments
2024/03/09
01:50 UTC

1

Early stages, looking for feedback/questions

Like most of you, I have an idea for an RPG setting. If you would be so kind, I would appreciate feedback and any questions that I need to think about/answer before the next step of detailing the basic splats.

Here is the back of the book summary.

The Last World War ended forty years ago and the Interstellar Land Rush began. Thousands of communities became crews and then colonies. Five years ago, colonies' ansibles started dropping off GalNet. There had been failures before, and usually, there was a cry for help or scream of pain first, but not recently.

The Elders decided to send small teams out to the colonies, equipped with Earth's best technology (and weaponry). Their mission is to find colonies in need, provide what help they can, and if possible, figure out what's causing the creeping silence and stop it. You play a member of one of these teams, shot into space just a few months after you turned 18.

Good luck out there. You're going to need it.

High social and investigating, low combat. Story first. PBTA mechanics, for now. 2 to 3 sessions per colony. Optional breather/bottle episodes in between.

Big questions to be addressed in play:
What will you choose to be when the number of choices leaps exponentially?
Who are you when you are now the adults in the room?
Why do you help others?
How do you best help a community from the outside?
Can you go home again? Do you want to?

So as to not bore everyone, and not hit the character limit, further details are in the link below.

https://docs.google.com/document/d/e/2PACX-1vQOc4ptyl8Fut1-cZXcJWWepcpWquNeZUwJy_D_WHbj-Av56pjq7gcSN4oXI4plgy-7pVsIg-TF9CPa/pub

Thank you for your time and your kind words.

4 Comments
2024/03/09
01:12 UTC

9

Favorite Critical Hit Effects?

I don’t have explicit “critical hits” in the project I’m working on, but ‘damage thresholds’ that trigger certain effects, such as limbs being damaged or severed.

Beyond the basic limb-lopping, what are your favorite “critical hit”-type effects you’ve played with?

I know Rolemaster has a great and, uh, colorful, critical hit list, but is not as mechanically-focused as I’m looking for. Personally, I like interesting and physical things to happen to both PCs and NPCs that don’t necessarily end in death or defeat of a character.

On the other hand, I tend to Pathfinder’s critical hit deck a little too crunchy. It’s good for that system, but relies heavily on statuses and damage multipliers for my taste.

Anyway, curious what y’all are into.

18 Comments
2024/03/09
00:24 UTC

7

I have a completed product and am considering my routes (Advice needed!)

TL;DR: I have a completed, unedited manuscript for a product. Want to bring it to market, but concerned about burnout, and my inexperience in the logistics. Want to work with a publisher, but worried about being screwed, or losing a product with a lot of potential. What do?

Firstly, to address the throw-away account, my personal reddit has a lot of information about my product, and in genereal I would prefer to keep this compartmentalized.

Secondly, I am not a beginner to this community or rpg/game design as a whole. I am not looking for general information, and I would consider myself to be a professional in regards to my approach for all of this, above all else.

Tertiarily, thanks in advance.

Context: My game (I will just call it "The Product") was completed across around 16 months of work. This includes many iterations, 3 complete rewrites/redirects of the system, and many dozens of playtests (solo/numerical analysis, duo, full group, and "hands off" rules playtests). The product was designed, and intended from the beginning to be a commercial product. It's common advice in the design space to "approach it like a businessman, if you want to make money off of it as a business" and that is what I have done.

The product is a, complete (but only fractionally tested, and unedited) manuscript of around 50-75k words. It is of a unique IP, with a setting in a genre that has cousins (-punk suffix) but no direct relatives. It has a unique approach to gameplay that embodies OSR style gameplay, and its own unique traits. There is a mountain of lore, and content created for a "Players Handbook" and a "Monster Manual"/"GM Guide" combined. For all intents and purposes, the product is pre-market. I do not have any art, assets, trademarks, copywriter - anything that requires assets that I do not have (as an individual with little resources).

My intention has always been to create and sell the product in a crowdfunding campaign, hoping to see success. However, during those 16 months of work, I was pushing upwards of 40+hrs/wk (ontop of working other jobs and going to college) into developing it. I burned out.

The product has been sitting unattended for a few months now, and I am left with a decision. Sell to a publisher, or pursue crowdfunding?

Crowdfunding has the highest risk/reward, and by far, takes the most work. I do have incredible personally connections (that I am incredibly thankful for) both to the boardgame, and ttrpg commercial spaces. If I put in the work and kiss some asses, I am capable of generating upwards of $30k in angel investments to insure art and marketing budgets for a crowdfunding campaign. I am a jack-of-all-trades individual who is, in my own belief, competent and fastidious enough to complete the logistical/extended business legwork to have a successful crowdfunding campaign.

However, I am deeply concerned about being out again. Working many hours, and getting people who believe in me to give me money, just to fail. Additionally, while I am confident and competent, I also know that I am also inexperienced. Marketing, handling business assets, and international logistics are all facets that I have never even come close to before - outside of research.

The product has been lifelessly sitting in a folder in my computer (and backed up, just in case). These last weeks it has been on my mind to consider tossing a sell-sheet to publishers to see if there's any interest, but I am really lost as to what to do.

Is the product, as an unedited manuscript, suffice to sell to a publisher? What entails a "good" deal? Do publisher contracts always sell IP, or license? Is it possible to maintain creative control? Is it *worth" trying for creative control?

There is a lot of information about "How to run a campaign" out there, and compatibly little about selling the product to an established business. At this point, with the resources I have available to me, I am much more keen to take a loss of profit, and let someone else handle the logistics - however, it feels wasteful. My intention has always been to crowdfund, but it is guaranteed less wasted than the product rotting away unknown, and crowdfunding was a bit of a pipedream anyway.

Anyone willing to share some advice, words of wisdom, knowledge, or otherwise be able to help a designer who is beyond the "make the thing" step?

Thank you all.

Edit for anecdotal information: The other thing, is that after over a year of work, I am incredibly proud of myself for finishing something. That being said, a big part of me wants to free my creative energies towards new products and games. The product has been a big part of my life for so long, and running a crowdfunding campaign would allow me to bring my seed to fruition, but it would prevent me from doing anything else (while I work a non-GD job, at least).

8 Comments
2024/03/08
21:46 UTC

1

Seeking Collaborators for avant garde art horror rpg.

Hello there, I am looking for collaborators for an avant garde art horror RPG designed to go against the norm as a small passion project.

In terms of page layout I want to take inspiration from House Of Leaves and other stuff designed to be inaccessible word art.

In terms of aesthetic I want to take inspiration from body horror artists like Clive Barker, and HR Giger as well as games like The Binding Of Isaac and Scorn.

In terms of worldbuilding I want to take inspiration from surrealist indie games like Yume Nikki, Hylics, OFF, etc.

I also want this project to go into some pretty uncomfortable and strange topics as the point of the project is to make something unique and out of the box

I am mainly looking for artists and graphic designers, but writers and game designers are also welcome. :)

I sadly am currently broke so I cannot compensate folks for their work, but the project will most likely be released for free, and if not, I will give artists a cut of the sales.

Contact me on discord @ Mikaboshiigrim

11 Comments
2024/03/08
21:17 UTC

17

Good examples of social mechanics and rules?

Hello! I am creating a low combat, narrative first game set in a whimsical fantasy land.

I would love to know what games do you think have interesting social mechanics or rules? Or any that have other interesting non-combat mechanics?

Thanks all!

25 Comments
2024/03/08
13:28 UTC

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