- Видео 220
- Просмотров 141 903
Gila RPGs
США
Добавлен 31 дек 2006
Official RUclips channel for Spencer Campbell of Gila RPGs. Creator of Slayers, NOVA, LUMEN, LIGHT, RUNE, and more.
Indie tabletop RPGs made in Chicago, served worldwide.
Indie tabletop RPGs made in Chicago, served worldwide.
NOVA Lore Writing Part 1
Sitting down for a chill stream, writing NOVA lore and fielding questions from chat. The first of a series of streams doing this!
Follow me on Twitter: x.com/GilaRPGs
Catch the next stream: twitch.tv/gilarpgs
Grab NOVA: gilarpgs.itch.io/nova
Follow me on Twitter: x.com/GilaRPGs
Catch the next stream: twitch.tv/gilarpgs
Grab NOVA: gilarpgs.itch.io/nova
Просмотров: 80
Видео
LOOT Design Stream with Aaron Voigt
Просмотров 113Месяц назад
In this series I sit down with a friend of mine from the indie TTRPG scene and we design some loot based on something they are interested in! Everything we make will be shared with Kickstarter backers after the campaign. In this episode I sit down with Aaron Voigt and design loot inspired by exploration. Learn more about LOOT by following and backing the campaign today: www.kickstarter.com/proj...
LOOT Design Stream with Josh Hittie
Просмотров 188Месяц назад
In this series I sit down with a friend of mine from the indie TTRPG scene and we design some loot based on something they are interested in! Everything we make will be shared with Kickstarter backers after the campaign. In this episode I sit down with Josh Hittie and design loot inspired by exploration. Learn more about LOOT by following and backing the campaign today: www.kickstarter.com/proj...
LOOT Design Stream with Jon Boyle
Просмотров 50Месяц назад
In this series I sit down with a friend of mine from the indie TTRPG scene and we design some loot based on something they are interested in! Everything we make will be shared with Kickstarter backers after the campaign. In this episode I sit down with Jon Boyle and design loot inspired by Metroidvanias and Destiny. Learn more about LOOT by following and backing the campaign today: www.kickstar...
LOOT Design Stream with Sebastian Yue
Просмотров 72Месяц назад
In this series I sit down with a friend of mine from the indie TTRPG scene and we design some loot based on something they are interested in! Everything we make will be shared with Kickstarter backers after the campaign. In this episode I sit down with Sebastian Yue and design loot inspired by Star Wars. Learn more about LOOT by following and backing the campaign today: www.kickstarter.com/proj...
LOOT Design Stream with Ethan Yen
Просмотров 62Месяц назад
In this series I sit down with a friend of mine from the indie TTRPG scene and we design some loot based on something they are interested in! Everything we make will be shared with Kickstarter backers after the campaign. In this episode I sit down with Ethan Yen and design loot inspired by Avatar the Last Airbender. Learn more about LOOT by following and backing the campaign today: www.kickstar...
LOOT TTRPG: Combat
Просмотров 858Месяц назад
Learn how combat in the upcoming LOOT TTRPG works! Quick, punchy, tactical, diceless. Support LOOT on Kickstarter: www.kickstarter.com/projects/thegilaboy/loot-1 Follow Spencer on Twitter: x.com/GilaRPGs
LOOT Design Stream with Binary Star Games
Просмотров 82Месяц назад
In this series I sit down with a friend of mine from the indie TTRPG scene and we design some loot based on something they are interested in! Everything we make will be shared with Kickstarter backers after the campaign. In this episode I sit down with Binary Star Games and design loot inspired by STALKER. Learn more about LOOT by following and backing the campaign today: www.kickstarter.com/pr...
LOOT Design Stream with Marc Majcher
Просмотров 132Месяц назад
In this series I sit down with a friend of mine from the indie TTRPG scene and we design some loot based on something they are interested in! Everything we make will be shared with Kickstarter backers after the campaign. In this episode I sit down with Marc Majcher and design some druid builder stuff. Learn more about LOOT by following and backing the campaign today: www.kickstarter.com/project...
THORN Core Rules Design Commentary
Просмотров 6462 месяца назад
Diceless, healthless, classless fantasy TTRPG. I dive into the design decisions behind my love letter to the fantasy genre. Check out THORN: gilarpgs.itch.io/thorn Follow me on Twitter: x.com/GilaRPGs
THORN Seedling Edition Module 2 Design Commentary
Просмотров 2273 месяца назад
The second module for THORN Seedling Edition is here! I talk about the new classes for the game, who the Thorns are, and what their masks mean. Check out THORN: gilarpgs.itch.io/thorn-seedling Follow me on Twitter: x.com/GilaRPGs
THORN Seedling Edition Module 1
Просмотров 3384 месяца назад
The first module for THORN Seedling Edition is here! I talk about the rules of combat in THORN, expanding on the very light framework laid down in the core rules. Check out THORN: gilarpgs.itch.io/thorn-seedling Follow me on Twitter: x.com/GilaRPGs
Coffee Break with BLG!
Просмотров 5155 месяцев назад
Every week I hang out with my friends in the RPG design scene. We share a cup of coffee, catch up, and talk about what we're excited about that week. This week I'm joined by Brandon Leon-Gambetta! Find Brandon's Work: bleongambetta.notion.site/Brandon-Leon-Gambetta-2692be4760e845e68ba3574ad94d9ed6 Follow Spencer on Twitter: GilaRPGs
LOOT Quick Start Design Commentary
Просмотров 8575 месяцев назад
I go through the LOOT RPG Quick Start! Learn a little about how my upcoming looter shooter fantasy RPG works, and why I made certain decisions. Follow the Kickstarter: www.kickstarter.com/projects/thegilaboy/loot-1 Check out the Quick Start: gilarpgs.itch.io/loot-qs Follow me on Twitter: x.com/GilaRPGs
LOOT Preview
Просмотров 2,1 тыс.5 месяцев назад
Learn about my upcoming fantasy TTRPG inspired by looter shooters and west marches campaigns! Support Kickstarter campaign: www.kickstarter.com/projects/thegilaboy/loot-1 Check out the quickstart: gilarpgs.itch.io/loot-qs Follow me on Twitter: x.com/GilaRPGs
Psych of RPGs Ep 1: Cognitive Load & Working Memory
Просмотров 2065 месяцев назад
Psych of RPGs Ep 1: Cognitive Load & Working Memory
THORN Seedling Edition Core Rules
Просмотров 1,2 тыс.5 месяцев назад
THORN Seedling Edition Core Rules
Travel serves to heal the scars before reaching home 💚 Very very interesting, thanks 💕
Does the tactician begin with a single d6 in his dice pool? Aside from the advances that allow for d8 or d4s to be rolled, is d6 the default?
The Tactician's pool starts with d6s, however, it's not a single die. They get a number of dice equal to the size of their Tactics skill. So if they have a d8 in Tactics, they start with 8d6
@@GilaRPGs Ohhhhhhhh. That is very helpful clarification, thank you sir! It's my favorite class by the way.
@@jnlsnfamily8747 mine too!
Ok, so browsing your store, if there were a realm atlas for REAP as there is for RUNE that would be wonderful. Also, will you do another print run of the RUNE atlas?
@@jnlsnfamily8747 I might do a print of REAP realms! There are no plans right now for either though
@@GilaRPGs understood, is there a print company that I could send it off to ?
Well I loved REAP, love it. I have seriously contemplated asking you how you conceptualize and develop realms. Then I found this, hopefully this will answer a lot of my questions! Looked for more realms for it, found none, so I'm going to give RUNE a shot. Eventually I'm going to need to make new realms though- what program are you using to create this and do I have permission to try to make realms? My only gripe is that all of the REAP realms are not printed in the booklet. I find printed material easier to digest. Is there any way you would recommend to get them printed?
@@jnlsnfamily8747 I use Affinity Publisher to make my stuff, and you definitely have permission to make your own!
@@GilaRPGs thank you! Do you use just Publisher, or Design and Publisher together?
@@GilaRPGs is Affinity easy to learn? I have a feeling you are not new to graphic design, and I am a dabbler, to put it charitably. Also just ordered four more of your titles- love the way you think!
@@jnlsnfamily8747 as someone with absolutely no graphic design background, I was able to pick up Affinity after playing around with it for a while!
@@GilaRPGs Awesome, thank you so much!
I missed the stream, so I'm excited to watch this and get all the juicy NOVAverse lore!
I have complete faith that you've already thought of this, perhaps even in the fifth of the video I've yet to watch, but: LOOTsaber
This looks great. Just backed it. Can you tell me what the music in the background is?
thanks! the background music is just some royalty free station I had playing, not sure what it was specifically!
I imaged creating a sweet treasure chest to “hold the loot in” as a GM. And when the players finish the quest just busting out the tiny treasure chest and letting them “get the loot” 😂 Backing this!
that is such a fun idea!
What a novel combat system! Really excited to see more about LOOT (and looking over the crowdfunding campaign now)!
Thank you!
Backed!
thank you!
Like the concept, very different from the Lumen 1.0. I'm not 100% sold on the idea of the Boss's defence. I have seen too many cases (in D&D) where PC's choose to wail on a monster inflicting vast amounts of damage even though its clear that this method isn't working, rather than try to find the weakspot. You could end up with this situation very easily in Thorn. I would need to see an actual play on how this works.
Such a clever exploration system, I hope you're doing more zones because this game is gold.
This LUMEN system is really neat. Love to see where this is going. Definitely gonna be following these projects.
Thank you so much, I really appreciate it!
I picked this up from Adam at Gen Con this year and am SO excited to jump into it.
you're going to love it!
Hey! Glad to see you are still doing these. I haven't been following Thorn, but I just picked up RUNE and ran through two maps. I'm looking forward to LUMEN 2.0. I made an unpublished LUMEN 1.0 game based on Metroid a while back and it was a lot of fun. These design videos made that a lot easier, so I'm happy to see you doing them for your other games too.
Thank you so much, I'm glad the videos were helpful!
This looks awesome, I'm thinking about using this as a prompt for a character journal for a ttrpg I'm running.
Just bought the game! Should be here soon-ish! Thanks for the recommendation!!
The instant I read the Draco Knight's main ability, I had the vision of a Starlit using Comet Strike as a Draco Knight leaps in to slaughter everything within This fucking rules
Haha that's an awesome combo!
I love how the Thorns look like Hive but trees haha
@@MattCaulder haha pretty much!
Hey! Where did you buy the physical book? Can't find it anywhere
@@DanBP21 I got it as a Kickstarter backer. You can buy it on Indie Press Revolution!
Looks great! Thanks for the interesting introduction! 😊👍
On the "there's no difference", I think the biggest issue is often that there are unspoken assumptions about what games are that aren't compatible. The "Cultures of Play" article is a good intro, though I strongly disagree with a lot of the characterizations. That, and a number of the design schisms have also to one degree or another aligned along political lines, and that always makes things ugly. But realizing these differences, and treating games that break your assumptions as just kinda "different" things, and becoming more omnivorous is always a good thing.
The whole thing about "the one thing that links it what people expects" really resonates. I'm more in the Fate space, and the big challenge with Fate is usually "yeah, I know this looks like <this other game>. It's not. It's actually this other thing, and if you try to treat it like another game, you're gonna have a bad time. Try to forget what you think you know." There's some real value there that if something doesn't work like usual mechanical tropes, *don't let it look like them*.
The golden box concept is so interesting. It makes me think of into the odd like how HP is small and damage goes at your strength stat and the lower your strength the harder it is to succeed. Or games like knave where damage attacks your carry capacity and your bag space is a core game and narrative mechanic, as you lose stuff in your golden box as you die. I also had the idea about classic monster tropes like vampires and warewolves dying to steaks in the heart or silver, meaning players shouldn’t be able to damage their HP (truly horrific) unless they “find the clues” to their weaknesses. Monsters like goblins just die from HP and there is no “mystery” on how to kill most monsters. This does mean meta gaming trumps player build though. There needs to be a mix of both. So HP representative of making the monster vulnerable and then you have to execute their weakness I suppose HP monsters need to exist though so immunity monsters can truely shine
I haven’t read any PBTA rule sets or hacks. I play ironsworn/starforged which is mixed success design for GMless play. I saw dungeon world creator play it and he thought it was “innovative” does BLG have any strong opinions on how ironsworn was adapting pbta for solo play ?
I was slightly disappointed by FIST , it's a weekend warriors boardgame without a board and barely achieves to be a fleshed out ttrpg as it's claims it is. Although I can see much potential for it further down the track.
This has my brain buzzing! I can already see someone making a strange powers battle hack of this!
YES! Thank you
Probably one of the best explanations of how to run PBtA. Could have saved me many frustrating DW sessions
Very cool. When I first played Nova and looked at the system, I thought about a Diablo using the Lumen system. But I love the concept of the cards and how the deck changes depending upon who you work for. I am especially interested to see the "improve the city" mechanic, as this is often an area I struggle to implement in my other games.
Has been on my wish list for a while. Thanks for the review.
It's really good, I hope you enjoy it!
Love this idea and am pretty excited to try out the QuickStart! Can’t wait for more LOOT! 🤩
Thank you so much!
Fantastic discussion! ¡Gracias!
Oh man, listening to BLG talk PbtA makes me realize how much I've borrowed from his philosophy when describing it to people after years of listening to Stop, Hack, & Roll! I'm running an Unlimited Dungeons game at lunch at my work (derived from Dungeon World), and I've been debating stripping away HP and replacing it with a Masks' style "Conditions" counter, where once you've marked each Stat with a debility or whatever they're called, you're out of the fight, and they linger, only recovering either 1 per Rest or when an ally uses Gear/a Move. I love the idea to also do something like Brandon said about "when you mark a condition on an enemy, they use a specific move." This should help with the limited time we have on lunch breaks, too. Also, 100% going to try voice-capture copy writing, that's genius. I already podcast and edit my own voice to obscene levels, doing it while describing my ideas for games just makes sense! Have a great vacation! Thanks as always!
Thank you so much! And that sounds like an AWESOME way to go about it!
I respect the diceless approach, but I'm also very fond of games that only require and use 2D6 (TinyD6 games are my favorite of this kind, like Tiny Dungeon 2e). Makes them less crunchy and more accessible, while keeping a small element of randomness.
Brandon is like twice as loud as you, Spencer. But well worth listening to! 0.00 Introductions and Background 15:10 PbtA and Combat - how it works? 20:27 Brandon's Dungeon World Homebrew 22:32 Masks' Combat 24:12 How Brandon would design Dungeon World - "Dramatic Change Moments" 26:45 Don't just think about Damage - Everything has a real Move People don't read PbtA games 35:50 Urban Shadows has section on how to make a PbtA 38:27 PbtA Diametrically opposed to traditional play; The Golden Box; 44:43 Protean City Comics biggest complaint is how relentlessly Brandon runs the PCs; Combat should allow time for vignettes (and smooches) 48:05 All games are just games 49:10 Dungeon World criticisms 51:28 Brandon wants to write Fantasy PbtA 52:56 Need a crash course on PbtA Combat Living RPGs - Never T-T Hey Brandon, Check out Magpie's own Helena's new Fantasy PbtA Against the Odds! It has some great romantic themes mixed in especially the Knight
Thanks for the heads-up! I'll adjust my levels in the future
We were trying to give the actual real world experience of being around Spencer and me where I'm twice as loud as he is 😆 And oh my gosh, I don't think I've heard of that yet! I'll check it out, thank you!
Re: the grapple action, One of the reasons I think you’re a great designer is your willingness to say “ah, this part of design sounds boring to me, screw it.” More folks (me included) should be honest about what parts of their game they actually care about
Thanks Aaron, I appreciate that! Gotta keep games focused on the fun/focus
Based on what I know, the term "tap" used to be patented my MTG but it fell through at some point. That being said, Hasbro has some robust lawyers and is evil enough to throw their weight around, so I wouldn't fight it if they bug you.
best to avoid them in the first place haha
@@GilaRPGs Gloomhaven uses the terms "Spent" (item is "recoverable" after use), "Consume" (item is not "recoverable" after use on the same mission) and "Refresh" ("recover" an item)
This took me back to ed psych in my teaching program. It's cool how the conversation about scaffolding students in a classroom setting overlaps with RPGs!
Looking forward to it! I loved the preview!
Thanks!
oh damn, it's so unique and clever, i'd love to give it a try!
Thank you for the kind words!
I got to have dinner with Elizabeth Loftus years back at a science conference about the nature of deception & trickery. She's delightful!
She's my absolute favorite!
Stoked to see where this goes. I'm fascinated by theory of mind & how RPGs take that to a whole new level in a way that few people appreciate.
Genuinely thrilled you're bringing this back!
Thanks Aaron!
babe wake up new GilaRPGs drop!
I've used player cheat sheets for a mathematically complex rpg and it worked wonders. Everyone knew what abilities they had and when they could use them with little to no explanation.
I do think games and gamemasters need to be more aware of the cognitive load of their games. As you said, the number of rules, mechanics, powers, and abilities available to a player have an impact. But the mechanics aren't the only thing that have cognitive weight. The world, the scenario, the politics, NPC relatinoships, myseries, and other aspects of a game also have cognitive weight. I would like to see a little more intention on focus for a game, and ways to simplify things that aren't the focus of a particular game.
Not my kind of game, but here's a comment for the algorithm so that others who might enjoy can find this. Great Work!
I appreciate that!
Hey, great work! I love the elegant simplicity.
Thanks!
Nice thing you do. The creative process online.