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Welcome to Roleplaying Games Design!

This community is for discussing all things related to designing roleplaying games.

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Posts
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Created
2 yr. ago
  • Roleplaying Games Design @lemm.ee

    Community introduction

  • Roleplaying Games Design @lemm.ee
    nortonglover @ttrpg.network

    One Page RPG Jam 2024

    itch.io One-Page RPG Jam 2024

    A game jam from 2024-07-21 to 2024-08-25 hosted by Unknown Dungeon. The One Page RPG Jam returns for its fifth year running. This jam is about making new, one-page table-top role-playing games. Entire rule-lite rolepla...

    One-Page RPG Jam 2024

    Just joined this. It's underway now, and finishes up on August 25th.

  • Roleplaying Games Design @lemm.ee
    psion1369 @lemmy.world

    Need Some Play Testers

    I've been writing a game based around super humans, and I need some people to help out with play testing my character creation. Here is a link to all the files in a Google Drive. Please read the README file and get the feedback form when you are done. Thank you all

  • Roleplaying Games Design @lemm.ee
    Christer Enfors @lemm.ee

    How do you feel about games with really simple mechanics, like Four Against Darkness? Even though I prefer more complex mechanics, I find myself being fascinated by this game.

    For those who aren't familiar, Four Against Darkness is a solo pen-and-paper dungeon crawler. You control four characters of various classes at a time. You roll dice, a table shows you which dungeon room or corridor to draw, then you roll again for its contents, etc. In the base game, all combat and all actions are resolved with a simple d6.

    Normally, I would balk at this. A d6 simply doesn't permit sufficient resolution. It leaves little room for depth of mechanics. And to be fair, the base game isn't really all that interesting (to me) because of its lack of depth.

    But - and here's the thing - there's so much extra content you can get for this game. Adventures, new classes, new mechanics (some of which involves other dice than the d6 although the base mechanic of the game is always based on the d6 as far as I'm aware), etc. For example, the excellent Treacheries of the Troublesome Towns supplement (which comes in two books) adds the ability to enter towns where you will meet all

  • Roleplaying Games Design @lemm.ee
    Christer Enfors @lemm.ee

    How to make foraging (for spell components, etc) interesting

    I'm making a fantasy-based TTRPG, and I'm pondering whether or not I could make foraging interesting.

    I have a hexcrawl system with rules for what happens when the players traverses a hexmap using random tables. One of the things that can happen (besides random encounters, finding locations, etc) is that they can come across "resources", which for now is only different types of food (mushrooms, edible roots, etc). But I wonder if I could extend this system in a meaningful way, to make foraging fun? As in, can I make a system where players think going out to forage for herbs or spell components in the wild is more attractive than simply buying them in a local magic shop?

    The most simple and obvious solution is to extend what I already have in the same way that it already works. That is, one of the things that can happen as players traverse hexes on the map is that they can come across resources in the form of "herbs" or "spell components", etc. When that happens, there could simply be

  • Roleplaying Games Design @lemm.ee
    Christer Enfors @lemm.ee

    Need advice on simple system for abstracting supplies in inventory

    In order to reduce the amount of times you have to update your number of torches (etc), and also to introduce some random uncertainty, some people suggested an alternative method. Instead of putting "10" in the number of torches you have left on your character sheet, you could put "1d8". This means that every time you need a new torch, you roll 1d8.

    If the result is anything other than a 1, then you don't have to update your character sheet at all. But if you do roll a 1, you change it from 1d8 to 1d6. And if you roll a 1 on the d6 in the future, it goes to 1d4. And once you roll a 1 on the 1d4, you're out of torches.

    Again, the point of this is to reduce the amount of times you have to change the number of torches you have on your character sheet. Also, it introduces tension - you're several levels into the dungeon, and you only have 1d4 torches left; will it be enough?

    This is all fine. I like this system. But it does have a small problem, I think.

    Let's say you have 1d4 torches

  • Roleplaying Games Design @lemm.ee
    jay2 @beehaw.org

    RPG Sprite Making - Advice

    I really dislike the modern look of RPG sprites. They all have a blended look of cartoon and cutsie. A double-sized head with gigantic pie-sliced eyes and crazy stupid weird colored hair. I really can’t stand it. I could go on for hours about how I dislike them. Suffice to say I’m seeking alternatives.

    Anyone know of any artists that make and sell a different look? I don’t mind dropping a few bucks for art if it’s worthwhile. Its very frustrating that everything I find has gigantic heads with more @$#%^ eyes. It doesn’t need to be lifelike but I would want it to be better proportioned.

    Anyone know of any good software for making the animated spreadsheets yourself via posing a 3D model? I tried Easy Pose last month with low success, though it was my first attempt and arguably there’s a learning curve here. There is a disconnect between the style of the clothed sprite and the style of my other tiles (world, furniture, etc) so I must redo them. I’m considering using them as a base under

  • Roleplaying Games Design @lemm.ee
    psion1369 @lemmy.world

    Play testing Feedback

    Going to start play testing some parts of my game, and I am going to need to gather feedback. Anybody for a good feedback system I can look at? Documents offer forms? Thanks.

  • Roleplaying Games Design @lemm.ee
    gary_d_pryor @lemmy.world

    How Much Setting in a Rulebook?

    Wrote a new blog today about how much setting should go in a rulebook. It's different for every game, but I feel a lot of games put too much lore in with the rules.

    I know it's really hip to have your setting lean on your mechanics and vice versa, so neither works great without another, but I am more of a fan of rules that support tone and play patterns that reinforce genre more than specific settings. Probably mostly because I am not big on learning a lot about a setting before I feel good about running a game.

    I also like to have lots of room to improv and make a setting my own. I know you can do that with any setting, but I just feel more confident doing that with less definition in the setting.

    I could probably drop a little something more into my rulebook as a stinger to get people excited about what kind of fiction the game presents. I guess that could be interpreted as setting, or at leas

  • Roleplaying Games Design @lemm.ee
    SludgeGunkman @lemm.ee

    Things that make games fun (I'll start)

    sprites

  • Roleplaying Games Design @lemm.ee
    gary_d_pryor @lemmy.world

    How (not) to Write a Rulebook

    Today's blogpost is all about my flailing to refine and streamline my design docs into a coherent rulebook. I read enough of the d**** things you'd think I would know how to compile and order one. I understand the basics and where I went wrong, and have roadmap, but compared to design development is long and grindy.

    Would really love if other folks have input on what makes a rulebook good? what have people done to make their projects easy to get? Which books are your favorite examples? What are your biggest hurdles?

    For me I intellectually understand what needs to be there, but actually getting the writing clean and succinct to read is a challenge. I see a lot of DiY books for of background art and such trying to emulate a AAA book but they don't have the text and order of content hammered out 1st, I didn't want to move to layouts until my text was set, but maybe that's a mistake? Curious to see

  • Roleplaying Games Design @lemm.ee
    necessary_course @lemm.ee

    Magic system concept: eating monster parts to gain magic spells?

    how would you guys feel about a magic system where humans can only gain magical powers by consuming monster body parts? like to be able to shapeshift the character would need to eat a pound of werewolf or changeling flesh? or to cast fire magic they'd have to eat a fire elemental's core?

    Mechanically this works off of synthetic dream machine. You pay hp for spells and each level up gains you 4hp. Spells would have a fixed minimum cost thus enforcing certain level requirements. You would gain access to certain groups of spells if you eat a corresponding monster core, like you have access to all fire spells if you eat a fire elemental core but they still have hp costs so you can't just cast fireball at level one.

  • Roleplaying Games Design @lemm.ee
    GlitterBandEmissary @lemm.ee

    RPG design skills

    A lot goes into making a game, and each game and designer has a different mix of focus and needs for their games. Off the top of my head we have: world building, rules creation, technical and prose writing, art, layout and visual design, feedback and iteration, promotion and marketing, and community support skills.

    Collaboration and contracting are good ways to make up for weaknesses, but so is practice and patience.

    So what are you best at? What are you working on improving?

  • Roleplaying Games Design @lemm.ee
    GlitterBandEmissary @lemm.ee
    itch.io One-Page RPG Jam 2023

    A game jam from 2023-07-16 to 2023-08-20 hosted by Unknown Dungeon. The biggest tabletop game jam is back again for another year, with the 2023 One Page RPG Jam ! This jam is about making new, one-page table-top role-p...

    One-Page RPG Jam 2023

    I thought I'd share this since it's running for the next month. Both one page RPGs and game jams are a great way to get something creative done quickly. They're especially nice as a breather from larger progress projects.

  • Roleplaying Games Design @lemm.ee
    gary_d_pryor @lemmy.world

    Work Exchange: Proofreading Rules

    Looking for folks to trade a little proofreading. I will read your book and give the best feedback I can on your document. I am not an editor, consider this more like a playtest for an enthusiast seeing your book. I do read/love a lot of rulebooks and game. I can tell you what does/doesn't make sense to me. I can tell you what spelling/grammar mistakes I notice. I can tell you if I see any rules contradictions. If you want I can also give design feedback/impressions, but I was thinking more of a editing pass, at least for what I would like in return.

    Specifically, I'm looking for feedback on clarity of my rulebook. Awkward sentences, poor grammar, unclear rules. My rulebook is 20,847 words. So if you have something for me to proofread it would cool to exchange. I feel like this is the only part of my book I cannot do without a 2nd person. You can DM me for specifics, and if you would like to see the gamepage to decide if you are interested first: https://infantofatocha.itch.io/chronom

  • Roleplaying Games Design @lemm.ee
    GlitterBandEmissary @lemm.ee

    AnyDice: A useful website for calculating dice rolling distributions and odds

    anydice.com AnyDice

    AnyDice is an advanced dice probability calculator, available online. It is created with roleplaying games in mind.

    AnyDice

    I'd definitely suggest reading the articles and playing around with the tool a bit. Knowing the likelihood of different dice outcomes has been super helpful for me to do things like tailoring loot tables to include item rarity. I thought it might be useful to others as well.

  • Roleplaying Games Design @lemm.ee
    Christer Enfors @lemm.ee

    UGLI Games: Small but interesting YouTube channel about TTRPG design

    This channel is shaping up to become a really interesting resource in the #TTRPG space. They've already got some good videos from which I've learned a thing or two. I encourage you to check them out.

  • Roleplaying Games Design @lemm.ee
    Christer Enfors @lemm.ee

    Weaving Stories: An interesting mechanic for the GM to stay in control of the plot(s), no matter what the players do

    ttrpgs.com Weaving Stories

    My RPG games follow a format which avoids railroading, without any need for elaborate settings or difficult NPC relations. I call it 'story weaving', because it …

    Weaving Stories

    This is an interesting blog post by @[email protected] about how to weave multiple stories/plots together in an interesting way, which makes it possible to organically "catch" the players even if they wander off in an unexpected (read: unprepped) direction.

    This can be used in any #TTRPG, but it can also be turned into a mechanic, built into an #TTRPG. It reminds me of Fronts (I think they're called) in #DungeonWorld.