*Thanks for watching! Let us know in the comments below your TTRPGs that you are creating!* Check out World Anvil, an amazing online world building platform, here (use GREATGM for a great discount): worldanvil.pxf.io/rPqPv Find our Bounty Hunter TTRPG Kickstarter here: www.kickstarter.com/projects/guysclanders/bounty-hunter-a-ttrpg
So because no one knew how to use the ships Guns, the Guns couldn't be used at all? Not even the option to attempt to fail? One of the best parts of DnD and similar Ttrpgs is when the DM tells you 'you can certainly try', here it just seems like you only have two options do or do not. Do successes even have the possibility for complications?
I have a player that chose to be an orphan. I said, "Great. Where was the orphanage? What were the names of the other orphans you grew up with? Who ran the orphanage?" He wound up with more background than any of the other players and went back to the orphanage multiple times.
Guard: "Who are you?" Me: "Tell me about this world you live in." Guard: "Hay, don't break the fourth wall." Me: "I can't create a backstory without a world to be emersed in." Guard: "Fine... This is a block." Me: "On the floor?..." Guard: "But wait. There's more." Me: "Nooo..." DM: "You were too emersed into the game. Now, your corpse lies on the block with your head executed off." Guard: "Next?... Next... Ah, hm..." DM: "No. Stop. You cannot kill me. I'm the DM." Guard: "And they call me GM... Royal Guard!... You can't run away."
like Hardwon Surefoot from NADDPOD! the character is an orphan but his backstory is done really well, is super deep and used as part of the plot a ton.
If I may ask, what's the experience of putting your own TTRPG on DrivethruRPG like? I'm an aspiring game designer myself and-after about 6 years of work-I'm now about 98% of the way through with the finalized playtest edition of my game and your insight would be invaluable to me!
@@kota86 It's not an easy process, but if you find the right editing and layout people, you'll be much better off. I did not get the right editing and layout team for v.1 of the game, but luckily found a good editor and layout guy for v.2. It takes time and money, but if you're dedicated enough to the the process, then you'll get through it and you'll feel a great sense of accomplishment. Now that I've completed v.2 of my first game, I'm working on my second. Btw, look us up at Auraboros Games on Drivethrurpg. We're small but we're a dedicated group. We only have a few projects out, but we're working on more now. Hope this helped and I wish you the best of luck on your development.
I've always created my own games, starting in high school and continuing (on and off) into adulthood. I've played around with different homebrew rule systems over the years (some good, some terrible). My current system is working well, although I've done a fair bit of tweaking over our current campaign, including a couple of fairly drastic overhauls of my combat system (fortunately, I have very understanding players). Why do I do it? I guess it's because I like the creation side of things. I'm the GM who's in it for the worldbuilding and the storytelling and the NPCs, and working out my own rules is all part of the fun.
"Why don't you have a backstory?" "Because we don't have time for me to tell you all of it and you wouldn't find it terribly interesting anyway." See also: "I do, but its a black box. Things may come out of it into the light, but its not possible to look in or reach in and grab anything."
A mechanism i found intriguing is using a Jenga tower for tension. Its not my idea, check geek & sundry, but that system creates a lot of tension especially in a horror setting. Not that every fail will get the characters killed, but dire consequences can be connected to that method
Game is called Dread, I got a free copy long ago and never played it. It sounds super interesting though, I think I also saw it on Geek and Sundry - something with werewolves, I think, in a desert? dreadthegame.wordpress.com/about-dread-the-game/
@@hawkshot867 i think they ran a few versions also 1 with Matt Mercer in it, with a different setup, but if Dread has several stories in there it might be one for sure
I've been working on my own for a while now and still at it. It's based on Japanese horror movies, stories etc since I'm a huge fan and I found it hard to run games and stories like that in other systems. It's the most fun I had being creative I've had in a long time.
Thanks for this. I needed it. I've been working on a system that Started very very simple to play with my four year old daughter. Simple enough our forth game was one she wrote and DMed herself. It is now on its sixth iteration slightly heavier but still simple but now needs writing out more.
The reason to not have a (big) backstory is that some people are DIP(Develop in play). I don't know the characters until I've played it for a while. I could write a backstory after about 3 or 4 sessions. If you randomly generate one the is a risk of it feeling wrong. But it's different for other people.
your system design is so considerate of unimaginative people (which I am absolutely not) this sort of thing I've had trouble with for quite some time... I love how this is addressed. In my experience the USUALY response is "then why are you here?" lol which is not a good first time experience nor does it keep people in the hobby. All personal opinions aside
Actually working on a system I have in mind for decades. Based on the 1991 Aliens Adventure Game, a game with so many flaws that house rules had always been a must have. Now I finally even got rid of the Aliens movie based background for more freedom in story telling. A survival-horror game, action based, where the goal is simply to *survive the adventure.* Leveling and looting is traded for much more thrill and suspense, looking death in the eye! And yes, I keep using dice...
Started making my own about a year and a half ago, you play as hackers/ internet celebrities/ civilians in a ready player one Esq internet reality. I narrowed the stats down to six : might, agility, toughness, intellect, energy.
Cooking is both an art and a craft. Being able to cook an exceptional meal is an art. Being able to cook a moderate to exceptional meal several times over is a craft.
This is really neat. I heard you relate that anecdote about making a mathless RPG not too long ago, and my mind sort of got hooked by the question, then 20 seconds into thinking about it I had an idea for exactly how I would do that. I recruited a friend to help me out, and now after about a month of testing and Photoshopping we plan to take it to Kickstarter within the next week or two. I didn't even realize beyond the anecdote that you were actually making yours into a full system, it's a great time for new ideas in the tabletop role playing world.
In general about creating TTRPGs... What is your favorite genre? Pick one. It will help out with the practical test. A simple or a complex system? Be it a 1d20, a table sheet, or raw numbers. A Logic System is difficult to pull off because it is "realistic" in relation to the campaign, and it triggers based on the Meta System. One must take place before the other based on the events by actions. As for "Class Tree", there is only two types. A universal ability creation system and "Schools of Trees" to pull from. Unless 100+ Classes are a thing, without using mixed classes/abilities. Combat and campaign wise... Keep stats low and options high. Make every decision critical to your Character's progression. And avoid creating useless stats or empty level up space used to just waste points in. In my TTRPG, it's a mixture of Divinity Original Sin 2's Action Point & Class System, Devil May Cry's Demon Trigger & Combat, Soul Calibur's Soul Charge & Combat, Vanguard's Card System, Yu Gi Yo's Card System, and an indie game where armor & weapons are treated by the Logic System rather than a traditional one where the entire armor set adds up to a defence stat. Along with the traditional six stat block. In short, my game can be played with dice, direct actions, or nothing but a paper and pencil for lists. Although, it's better played with Direct Action since it uses both types of mechanics under conditions. Ex: "You can equip a helmet which will add to your character's Armor Rating and protect your character's head exclusively, unless stated by an effect." And, "You can wield any weapon in any way of the hand(s), but be careful of your character's positioning during combat, since it affects the positions of your companions/pets (not PCs) and actions taken. The same is said for NPCs."
the action point system is actually genius when it comes to wraping everything together because you cant very well cast a spell if your tired from running or staying up late or the other way round
Made a few TTRPGs just for friends over the past 40 some years and played quite a few more. (Yes I am old) I like this game you've come up with. A lot of original ideas. Nice.
lol I'm designin a LoZ TTRPG, the fact that he mentioned it in a video about designing TTRPG's that I instantly clicked on because of the title, blew my mind.
nine minutes in, and here is a possible sollution: scenario: -character X attacks npc Y Q: i move in to attack that person, is there a obstacle? YES OR NO if "yes" then: "does the obstacle prevent me from harming the target?" YES OR NO and "does the obstacle harm me?" YES OR NO just toss a coin or throw dice (/multiple of them) and even numbers are YES and uneven ones are NO
Did I miss the part where he explained WHY he went with the token/point method? I love it, but it does seem, as he mentioned, to go against the core concept (although I assumed that he wouldn't be able to adhere strictly, just because of how barebones the idea was). Cheers, and thanks for sharing!
This sounds ideal for LARPing. Keep stones/beads in your pocket and every time you do an "action" you give up stones. Skills etc. could be on a small sheet in your pocket, which you can memorize.
Steve Jackson's GURPS: the base game doesn't have its own setting, but there are a whole lot of source books with pre-made settings, or the elements from which to concoct your own. It was the first RPG I ever played, a long time ago.
Did this without realizing it 😅 wanted a game i could run for my kids, they had a list of things they wanted to do/characters they wanted to include. We had several session 0s, i researched various mechanics that different systems used. I cut and pasted. Meanwhile, I world built. We now have a patchwork of mechanics, genres, and systems that suits us perfectly. Coincidentally, that is how i cook as well, read a few recipes for inspiration and then adapt them to work with what I've got and meet our needs.
Streamlined TTRPG Vs Unique TTRPG has its pros and cons. With Streamline, I can write up the design for a robot to make rulings on but the over all stats are "same-y". With Unique, I can use specials mechanics like Damage Dice Types but abstract concepts are difficult to make a ruling on. In the end, either create a TTRPG in a limited scope or create a TTRPG in an average scope. If meshed well, then any choice of design should be good. In my case, my TTRPG is free form with video game esc rulings set in a logic system. However, the literal choices of each PC from character creation toward the end of the campaign, can heavily affect the outcome. Ex: "You can create a literal omnipotent God as a playable character, but along with the rules kicking in as usual. You have also plummeted the campaign into a much more difficult setting since the World Tendency will react to it."
A long time ago i created a Predator RPG where you played as a Yautja going on hunts. I got really far into it. Was a skill based game rather than class. I made it compatible with Free League's Alien RPG and could probably fit into Cyberpunk Red with a few Tweaks. I also had rules on how a Game Master could build custom alien races to hunt. Then disney took over the property and i knew it could never get published
No cooking! In yesterday’s session the party went to what was once a Tea Room (patterned after Sally Lunn’s Tea Room in Bath) but now a Tavern, with an Actor who insisted on Tea and saffron tea cakes as she remembered from long ago (she is a vampire). One of the fighters is also a chef. Much to my surprise, he offered to try to make something in the kitchen, and the bard persuaded the owners to permit it! The ambush waiting in the kitchen needed to adjust, nice role playing ensued, (he made his cooking roles, managing to make some quick bread-scones!). Win-win all around all from cooking!
I did a double-take when you said boyfriend, honestly I love the casual representation lately, to hell with the gay-baiting crap we got for years "my boyfriend" that's all that's needed to convey it. I always feel the urge to say "my partner" when I'm talking with someone I don't know and seeing other people use specifics in public forum has really helped me get away from that
I made my own RPG system so I could fuse an amalgamation of every rule that I like. I also had an original concept that I wanted to develop. Now I have Lucid RPG - an alternate history about prohibition (caused by liquors that empower at a steep cost of eventual mutation and/or psychosis. The book looks great, but only one copy is going to print because I don't own the cool art.
On a topic related to games getting increasingly simplified; I'm very much the kind of person who loves crunch. And this trend has deeply saddened me. A lot of my friends love DnD 5e, Pathfinder 2e, and Shadowrun 6th edition. But all of those completely fail to interest me. I don't feel like the character I make is *my character*, I feel like they're just a selection of stats and features. It's like... 60% there. Unrelated to my ramblings and I expect no one to read this far, if there are any big, crunchy tabletop games anyone feels like sharing, let me know! Not only am I looking for more to play, I'm slowly working on making my own, and ideas are forever welcome.
I'm working on a scifi system because I think it is the best way to get my partner into scifi since they love ttrpgs and this was amazing timing for me!
I have been writing a TTRPG for a good while now, was looking for some extra drive. The biggest struggle I am having right now is working out an “AC” system for combatants. It’s a d6 system with superheroes/villains; has been hard thinking the best way to approach that specifically. Thank you again for your great video Guy, long time fan.
Creating a ttrpg that does not use magic directly, but also not a space rpg. More of using the video game “Legend of the Dragoon” as an inspiration. Very true that usually a game needs a setting to kind of set loose parameters on what can be.
I was inspired by the video on creating your own ttrpg..I came up with an idea( it was waiting to come out to play).I am enjoying the creative process .I am following a paranormal theme.
Great video. I made my RPG, Raven of the Scythe some time ago (its on drivethru). I love what you said about how you cant really have a system without a setting. For instance, if your space game has blasters like Star Wars or just Ballistic weapons like BSG, that is telling you something about the setting just from glancing at the equipment page, even if you didnt think twice about it when you wrote it down.
I've been working on my own system on and off, it doesn't use dice either but is a bit more complex than what you've described. Still a great and useful video! Given me stuff to think about.
Thank you. I'm following the same base thought; a system where there is little to no math also easy and fast (emphasis on fast) to play online/on zoom. On the other hand, I axed 90 percent of the classes and 99 percent of the races. So it's only human centric. (Elves or dwarves may be on another continent but since we are not playing there, there are no other races, yet) I also eliminated most skills/feats :)
That sounds like a really good system! Although it could be, by the sound of it be Universal or "setting less" like what the folks over at tabletop time made and the system er... I have... The trick to making a Universal Tabletop game is to make core rules like the AP skill system you have and build the setting editions on top like the ships and backgrounds in your game. So you can pick up the core rules and add a setting on top if your feeling creative or the developer could make editions with the added rules... That way you don't have the Games Workshop issue of not updated various games when one system could have worked. Not to mention my system which is a universal Wargame/RPG and fixes the issues Games Workshop's been having. Thanks for this video I can't wait for more game dev content!
Very instructive, tension & decisions are the key points on a rpg system. It is related to a story, a world with hidden rules that players discover while playing and learning more about the character they play
Fantastic! I love your motivation and solutions in creating BOUNTY HUNTER! Brilliant. I completely agree that setting is key, the draw back to “generic” setting neutral systems like GURPS is they require specific setting books to be playable. Of course that is an intentional marketing decision by Steve Jackson, no doubt.
super useful advice! thank you !!! especially nice to follow your thought process about the choices by players, mechanics for creating tensions and decisions, and so many insights
I think, to get longer life out of the system. Have the reputation be an expendable resource. Like once per scene or perhaps story, you can lower your reputation by one to barely scrape by an action that you normally couldn't do. Either you didn't have the action points or didn't have the skill. Then, the narrator gets to describe how you managed it in a way that diminishes your reputation. For example a frenemy comes to your aid, or you manage to escape the gambling house without broken knees but also without clothes.
So, one thing i've wanted to try to do, key word is try, is to make a system where there are no classes. instead, you have a pool of points that you get on a level up that let you build a character buy buying different skills and point to how you want them to be. almost everyone that i have talked to about this has just told me that i was describing Pathfinder and that I should stop wasting my breath. but, i still feel like it's worth at least attempting to make my own system to see how well it really does work. and if it does, i can say that I did it. another idea i have is a system where everyone is some kind of Spellcaster, but the system is based around using Spells to solve situations, as well as the combat being based around magic dules.
I have seen systems in which there are no classes. Mutants and Masterminds, for example, gives you a pool of points that you use to build a character by buying skills and powers and other stuff. So yes, you absolutely can make a system without classes. Good luck with your systems.
dam that sounds amazing. so how does it work ? sorry I'm a massive yugioh fan. I can't imagine how that works,unless it's like almost a deck building thing ? but most important question are the E HEROS &MASKED HEROES available. and are you(the PC) a duelist or a monster type of thing. sorry this idea just got me so excited
Simpler Roleplaying Games like what you've described here work best for one-shots in my experience. Simplicity is less helpful/desirable for longer campaigns, just my .02$ This sounds awesome for a quick game with beginners though!
Indeed, the right tool for the right job. I recently threw together a fairly minimalistic system specifically to facilitate near-spontaneous one-shots and be beginner friendly. It relies heavily on the GM making calls on rulings, since there barely are any rules. This would probably create problems in longer campaigns, as the GM eventually is working off of an unwritten set of rules based on earlier calls, making a more developed larger ruleset more preferable. But for what it's designed for, it worked great during my first test run!
Thanks for the insight on all your videos! I've been watching a lot lately to draw inspiration for a video game I'm attempting to story board for. I've been tempted to make some of it into a d&d campaign but much of it is too much of a railroad for d&d but too open ended for a linear story driven game lol.
Thanks for this video - I've been considering putting together my own TTRPG with the express purpose of keeping it SIMPLE for small children. I'm thinking there has to be SOME math in character creation at least, and trying to figure out how to avoid most of it. Definitely interested in taking a look at your system and how you got around that!
Main points: 1 Why do you want to spend hours doing this? What's your motivation for making this game? 2 Where is the player tension? How many decisions do players make? 3 Design your core mechanics to express decision and tension goals. 4 Ensure your mechanics have a broad coverage of outcomes. Things players might reasonably choose to do should be covered. 5 Risk is part of the game. Make it inclusive. 6 Healing, restoration, and moving on. 7 Combat is critical for many TTRPGs. 8 Must it always be this simple? 9 A setting helps. Add to your TTRPG 10 Character creation is the core feature for players. 11 Know and own your space.
You must allow character of players to acquire skills that they can add to their adventurer through practice and other means. In reality, I learned with practice to cook.
2:08 This is going to be hard to relate to. I don't get tension from TTRPGs and wasn't planning on mine having any since I don't care for it. 2:40 It's called player agency, so yeah. 12:25 You didn't indicate that the action points lost have labels so that means you can sleep off any injury and doctor can bandage exhaustion. That's not that bad but would be easy enough to fix. 24:25 Define setting. The system I made has mechanics based on physics (how many pounds equals how much damage and what to roll). And while it was based on a super hero setting, I stripped that out. It's a generic game meant for any setting like super heroes, realistic martial arts, space, or magic. You could argue that the mechanics assuming normal physics is a setting but I wouldn't consider "steel is this strong" to be a setting because it is literally just the in-game mechanics.
Your system is interesting but I prefer the probability percentage system where if you are good in something you have many possibilities to do it well but you also can fail for a reason that can bring in narrative ideas. And also, nobody is perfect in anything, something that makes it more realistic. Mythic RPG mechanics are pretty good at it.
The new edition of 7th Sea has a very similar approach to actions, where players essentially buy their successes rather than roll for them. A different system in the details, to be sure, but similar philosophy.
"You can't create a role-playing system that isn't linked to a setting". You need to try Savage Worlds, lol 😅. It's specifically designed for that. Well, that and to not be overly complicated 😉. It has several setting modules, but the core rulebook also has a guide for adapting certain aspects to different settings 😉.
The fact that it requires setting modules speaks to what I was talking about. I will however check it out for sure! I've heard a lot of folks talk of Savage Worlds.
@@HowtobeaGreatGM As far as I'm aware, Five Torches Deep doesn't have a prescribed setting OR settings-related modules (unless you count the vague pretext of "fantasy" as a setting) and it's one of my favorite games.
the hard part is convincing friends to give it a go, i dm regularly for a table of ~9-10 players for the past three years now, my 5e campaign is wrapping up a story arc and i mentioned i may want to playtest a homebrewed light rules system for a few weeks once we wrap up the story but i only wanted to have ~4-5 players... after a lot of humming and hawing most players said they'd rather just have someone else DM a campaign in 5e or for me to DM something in 5e after wrapping the current arc. That wasn't the point of me wanting to try the system lol so i just let it slide. Convincing people who have been playing a system for years to try a new system(especailly a homebrew one) is really hard... at least in my experience.
People are afraid to have to learn new rules, and learn new boundaries. I also introduce my new TTRPGs with a 'one-shot' volunteer session. After a single session people will either like it or not. Let those who liked it convince those who are skeptical to play it. Or learn from the one-shot and adapt.
its system of action points is very similar to the system that I developed last year, however, in my case each point means a dice to be rolled. I am finishing my playtest after 5 years of development.
I have already posted the idea od the discord a while ago, but the reason why i started thinking about making my own ttrpg system was that when i went to my sister to help her with niece, we talked aboit games and stuff and she said she doesn't really have anything with dice in her house, not even d6, and so i though - then how about flipping coins? Numbers up for yes, back side for no. And so the Toss a Coin started to take a shape.
It would be a simple yes/no system with maybe a dozen of skills where atop to basic number of coins, you can add some extra ones for being skilled in this or that - more coins to toss, bigger the chance for success. In theory, it would be possible to spontaneously play a game with nothing but a handful of change, a piece of paper, and a pencil
@@HowtobeaGreatGM A good point to ceep going might be a system like "cogent role play" which has 3 core attributes and 4 skills per attribute. It's easy to understand, but has some cool features, like damage you take reduces you success chances to physical checks
a system that doesn't use dice? interesting concept! i'm working on my own TTRPG system for over two years now (it's actually my second one, since the first one had so many different versions, i thought it's best to start over again) and i appreciate the timing ;) in my opinion, the worst part of creating a TTRPG rule set is the creating of attributes and skills and balancing them. I don't actually know what's better, to start outlining the attributes first or the skills. I've come up with attributes and their effects, but now that I'm working on the skills, it feels like I'll have to go back again... This is especially frustrating because the players will not advance their characters through experience points or anything like that, but they're advancing them through equipment and body parts, since they're all playing robots / cyborgs, so balancing skills, equipment and parts is the most important thing so every build feels viable. In my experience, equpiment comes after skills, but should I focus on the attibutes first or the skills ?
@@anfiach so far, attributes give passive perks while skills give active perks. like a pair of spider legs that gives the character more stability for aiming and when receiving heavy blows (stagger resistence) but also at an increased energy cost. when it comes to skills, there are no actual "skills" but rather software or hardware components like a scanner array or a countermeasure. this means that in order to install a soft- or hardware, you need minimum attributes for these, which you get through main parts, like legs, arms, torso, energy source, processing core and such. it's currently a constant back and forth...
@@Tharmorteos then I believe you have now answered your own question. One relies upon the other so, like building a pyramid, you start from the base. You can't define how those skills can work until you decide how the attributes work. That's my take on it anyway. I'm far from an expert on game design but that seems a logical progression. I hope I was helpful.
Okay I wasn't expecting that..... okay, I've been trying to think about how to make a character that's gay and not be over the top, you're the best example. I hope you don't mind me basing a character off of you.
The easiest way to create a gay character is to make a character, then say they are gay. Sexual orientation has zero impact on gameplay. It can make for interesting roleplay provided it is within the context. Not every gay man is as flamboyant as Rip Taylor and not every straight man acts like Clint Eastwood. It is a component of who a person is, it doesn't define their behavior. I hope that's helpful to someone.
If I were to make a TTRPG, it would never get a second edition. I loathe all the cool stuff I've accumulated for a game becoming obsolete. Guess I better get it right on the first try.
Designing a tabletop roleplaying game sounds a splendid idea, for those who want their games come to life using Unity or Unreal engine anytime soon, it's nice to have idea to create tabletop role-playing games. My idea: Dragon's Legion: The Tabletop Game. At the beginning of their campaign, Players chooses their favorite Legioners over 24 characters from six kingdoms asked by a GM to create a team of 5 members to prepare for war against the Sacred Army ruled by Dragon Lord, Seriko It's dice system uses risk/reward mechanics where offense and defense actions take place. Attackers must land a number higher than Defenders in order to deal a combo. Defenders must land a number higher than Attackers to avoid damage as possible of their chosen actions asked by GM either block or evade. XP is awarded for all players for winning battles, which are used for upgrade their Legioners' stats and skills/magic. The campaign comes a certain twists and turns depending on their chosen Legioners, which makes adventures more predictable. The gear system takes place where characters don't have levels, but the level of their gear instead. For example, if the sword is gear level 5 and the leather armor is gear level 5, then the gear sum level will be 10. The rarity system affects the stats and enchant factors like regaining health overtime at start of turn,etc. Allows infinite builds for their favorite Legioners anyway they want. As Legioners gets stronger, so does their war dragons.
*Thanks for watching! Let us know in the comments below your TTRPGs that you are creating!*
Check out World Anvil, an amazing online world building platform, here (use GREATGM for a great discount): worldanvil.pxf.io/rPqPv
Find our Bounty Hunter TTRPG Kickstarter here: www.kickstarter.com/projects/guysclanders/bounty-hunter-a-ttrpg
So because no one knew how to use the ships Guns, the Guns couldn't be used at all? Not even the option to attempt to fail? One of the best parts of DnD and similar Ttrpgs is when the DM tells you 'you can certainly try', here it just seems like you only have two options do or do not. Do successes even have the possibility for complications?
Is this english only or can u switch languages?
Immagine having a boyfriend who builds you an entire rp system because you can’t do math... this man is living the dream...
I have a player that chose to be an orphan. I said, "Great. Where was the orphanage? What were the names of the other orphans you grew up with? Who ran the orphanage?" He wound up with more background than any of the other players and went back to the orphanage multiple times.
Guard: "Who are you?"
Me: "Tell me about this world you live in."
Guard: "Hay, don't break the fourth wall."
Me: "I can't create a backstory without a world to be emersed in."
Guard: "Fine... This is a block."
Me: "On the floor?..."
Guard: "But wait. There's more."
Me: "Nooo..."
DM: "You were too emersed into the game. Now, your corpse lies on the block with your head executed off."
Guard: "Next?... Next... Ah, hm..."
DM: "No. Stop. You cannot kill me. I'm the DM."
Guard: "And they call me GM... Royal Guard!... You can't run away."
like Hardwon Surefoot from NADDPOD! the character is an orphan but his backstory is done really well, is super deep and used as part of the plot a ton.
@@absolstoryoffiction6615 I'm so confused by this in so many ways
"I'm an Orphan. I come from a massive family of Orphans."
Anakin Skywalker: *PPCCHHIION VUM VOM VUM VOM BBCHAAHH*
That's very sad, I can kind of relate though, as a genetic defect runs in our family, and sadly it has left us sterile for generations.
So... You come from a large foster home 😜?
Same, bro, same.
😂
The fact that you did this for your boyfriend is absolutely adorable and I hope you two have a good valentine's day
Oh damn Valentine’s Day
Almost forgot
😁
Made mine last year and put it on Drivethrurpg. It's a great feeling.
Awesome!
If I may ask, what's the experience of putting your own TTRPG on DrivethruRPG like?
I'm an aspiring game designer myself and-after about 6 years of work-I'm now about 98% of the way through with the finalized playtest edition of my game and your insight would be invaluable to me!
@@kota86 It's not an easy process, but if you find the right editing and layout people, you'll be much better off. I did not get the right editing and layout team for v.1 of the game, but luckily found a good editor and layout guy for v.2. It takes time and money, but if you're dedicated enough to the the process, then you'll get through it and you'll feel a great sense of accomplishment. Now that I've completed v.2 of my first game, I'm working on my second. Btw, look us up at Auraboros Games on Drivethrurpg. We're small but we're a dedicated group. We only have a few projects out, but we're working on more now. Hope this helped and I wish you the best of luck on your development.
What is your game called?
I've always created my own games, starting in high school and continuing (on and off) into adulthood. I've played around with different homebrew rule systems over the years (some good, some terrible). My current system is working well, although I've done a fair bit of tweaking over our current campaign, including a couple of fairly drastic overhauls of my combat system (fortunately, I have very understanding players).
Why do I do it? I guess it's because I like the creation side of things. I'm the GM who's in it for the worldbuilding and the storytelling and the NPCs, and working out my own rules is all part of the fun.
"Why don't you have a backstory?"
"Because we don't have time for me to tell you all of it and you wouldn't find it terribly interesting anyway."
See also:
"I do, but its a black box. Things may come out of it into the light, but its not possible to look in or reach in and grab anything."
Yeah. Also, backstory's are basically info dumps. (and info dumps are usually the least interesting way of introducing information.)
Nice neco arc pfp
so this shows up in my recommendations the day after I actually started writing down notes for my own RPG system.
"Eyes Computer suspiciously"
I've been going at mine for a few months. It's not a simple process even if it is a simple system. Best of luck!
And don't trust computers.
I have a humble suggestion: pronounce ttrpgs as "teeterpegs" from now on.
Ha ha love it!! 😆👍
Or Titirpigs......😂
I humbly take this suggestion. Let the term be coined!
You know what- I’m buying into this. TEETERPEGS it is.
A mechanism i found intriguing is using a Jenga tower for tension. Its not my idea, check geek & sundry, but that system creates a lot of tension especially in a horror setting. Not that every fail will get the characters killed, but dire consequences can be connected to that method
Game is called Dread, I got a free copy long ago and never played it. It sounds super interesting though, I think I also saw it on Geek and Sundry - something with werewolves, I think, in a desert?
dreadthegame.wordpress.com/about-dread-the-game/
@@hawkshot867 i think they ran a few versions also 1 with Matt Mercer in it, with a different setup, but if Dread has several stories in there it might be one for sure
I've run Dread several times. I'm very fond of it. Very roll play heavy.
@@hawkshot867 That was the episode with Wil Wheaton EDIT: Tabletop
The simplicity and elegance of this system is incredible, Guy. I love how much you've done with so little!
I've been working on my own for a while now and still at it. It's based on Japanese horror movies, stories etc since I'm a huge fan and I found it hard to run games and stories like that in other systems. It's the most fun I had being creative I've had in a long time.
I'm actually already working on my own system design but I'm still looking forward to watching this video.
Backed this on Kickstarter! First thing I've ever backed, and I cannot wait to play it!
Thanks for this. I needed it. I've been working on a system that Started very very simple to play with my four year old daughter. Simple enough our forth game was one she wrote and DMed herself. It is now on its sixth iteration slightly heavier but still simple but now needs writing out more.
What about Mouse Guard??? Its great for childrens and it could be funny as hell.
The reason to not have a (big) backstory is that some people are DIP(Develop in play). I don't know the characters until I've played it for a while. I could write a backstory after about 3 or 4 sessions. If you randomly generate one the is a risk of it feeling wrong. But it's different for other people.
You can also add after skills, "traits", like "shy" or "bold" in social situations.
This makes a lot of sense especially for dnd like why did my cleric’s 5th level spells fail?
Creating your own ttrpg...
Welcome to the GM Ascension
Sooo your partner basically said put up or shutup and u said... Hold my beer
your system design is so considerate of unimaginative people (which I am absolutely not) this sort of thing I've had trouble with for quite some time... I love how this is addressed. In my experience the USUALY response is "then why are you here?" lol which is not a good first time experience nor does it keep people in the hobby. All personal opinions aside
Legit been working on my own for the last two years before Guy started this series xD loved the video!
I’ve been working on a system for 6 months now, best of luck in your works mdude.
I've been working on a TTRPG for several months now. Love the video!
Actually working on a system I have in mind for decades. Based on the 1991 Aliens Adventure Game, a game with so many flaws that house rules had always been a must have. Now I finally even got rid of the Aliens movie based background for more freedom in story telling. A survival-horror game, action based, where the goal is simply to *survive the adventure.* Leveling and looting is traded for much more thrill and suspense, looking death in the eye! And yes, I keep using dice...
The way he can bend his fingers both amazes and terrifies me
It's valid to say a tense dramatic moment was perfect if that was the goal. Well done!
I'm currently working on more than one TTRPG! I love these videos, thanks for sharing.
Started making my own about a year and a half ago, you play as hackers/ internet celebrities/ civilians in a ready player one Esq internet reality. I narrowed the stats down to six : might, agility, toughness, intellect, energy.
5 years makig my ttrpg. Almost there.
Wow....keep me posted, got a link?
@@thedmr6417 No atm, also, it's written in spanish
I was in the middle of making an Undertale TTRPG when I found your videos, never been a better time for that.
Cooking is both an art and a craft.
Being able to cook an exceptional meal is an art. Being able to cook a moderate to exceptional meal several times over is a craft.
This is really neat. I heard you relate that anecdote about making a mathless RPG not too long ago, and my mind sort of got hooked by the question, then 20 seconds into thinking about it I had an idea for exactly how I would do that. I recruited a friend to help me out, and now after about a month of testing and Photoshopping we plan to take it to Kickstarter within the next week or two. I didn't even realize beyond the anecdote that you were actually making yours into a full system, it's a great time for new ideas in the tabletop role playing world.
Did you end up making a kickstarter? Sounds neat!
Our group gms sometimes awards a few extra character development points for a good back story as an incentive.
In general about creating TTRPGs...
What is your favorite genre? Pick one. It will help out with the practical test.
A simple or a complex system? Be it a 1d20, a table sheet, or raw numbers. A Logic System is difficult to pull off because it is "realistic" in relation to the campaign, and it triggers based on the Meta System. One must take place before the other based on the events by actions.
As for "Class Tree", there is only two types. A universal ability creation system and "Schools of Trees" to pull from. Unless 100+ Classes are a thing, without using mixed classes/abilities.
Combat and campaign wise... Keep stats low and options high. Make every decision critical to your Character's progression. And avoid creating useless stats or empty level up space used to just waste points in.
In my TTRPG, it's a mixture of Divinity Original Sin 2's Action Point & Class System, Devil May Cry's Demon Trigger & Combat, Soul Calibur's Soul Charge & Combat, Vanguard's Card System, Yu Gi Yo's Card System, and an indie game where armor & weapons are treated by the Logic System rather than a traditional one where the entire armor set adds up to a defence stat. Along with the traditional six stat block. In short, my game can be played with dice, direct actions, or nothing but a paper and pencil for lists. Although, it's better played with Direct Action since it uses both types of mechanics under conditions.
Ex: "You can equip a helmet which will add to your character's Armor Rating and protect your character's head exclusively, unless stated by an effect." And, "You can wield any weapon in any way of the hand(s), but be careful of your character's positioning during combat, since it affects the positions of your companions/pets (not PCs) and actions taken. The same is said for NPCs."
the action point system is actually genius when it comes to wraping everything together because you cant very well cast a spell if your tired from running or staying up late or the other way round
Made a few TTRPGs just for friends over the past 40 some years and played quite a few more. (Yes I am old) I like this game you've come up with. A lot of original ideas. Nice.
my very first backing of a kickstarter project. Love the idea, the premiss and love the artwork.
lol I'm designin a LoZ TTRPG, the fact that he mentioned it in a video about designing TTRPG's that I instantly clicked on because of the title, blew my mind.
nine minutes in, and here is a possible sollution:
scenario:
-character X attacks npc Y
Q: i move in to attack that person, is there a obstacle? YES OR NO
if "yes" then: "does the obstacle prevent me from harming the target?" YES OR NO and "does the obstacle harm me?" YES OR NO
just toss a coin or throw dice (/multiple of them) and even numbers are YES and uneven ones are NO
Did I miss the part where he explained WHY he went with the token/point method? I love it, but it does seem, as he mentioned, to go against the core concept (although I assumed that he wouldn't be able to adhere strictly, just because of how barebones the idea was). Cheers, and thanks for sharing!
This sounds ideal for LARPing. Keep stones/beads in your pocket and every time you do an "action" you give up stones. Skills etc. could be on a small sheet in your pocket, which you can memorize.
Savage Worlds, NO SOLID SETTING
Genesys, no setting at all
Steve Jackson's GURPS: the base game doesn't have its own setting, but there are a whole lot of source books with pre-made settings, or the elements from which to concoct your own. It was the first RPG I ever played, a long time ago.
Did this without realizing it 😅 wanted a game i could run for my kids, they had a list of things they wanted to do/characters they wanted to include. We had several session 0s, i researched various mechanics that different systems used. I cut and pasted. Meanwhile, I world built. We now have a patchwork of mechanics, genres, and systems that suits us perfectly. Coincidentally, that is how i cook as well, read a few recipes for inspiration and then adapt them to work with what I've got and meet our needs.
I’ve been wanting to make one for years!!!!
If you’d like to help out in building one, I’m always looking for helpers for mine.
Streamlined TTRPG Vs Unique TTRPG has its pros and cons. With Streamline, I can write up the design for a robot to make rulings on but the over all stats are "same-y". With Unique, I can use specials mechanics like Damage Dice Types but abstract concepts are difficult to make a ruling on. In the end, either create a TTRPG in a limited scope or create a TTRPG in an average scope. If meshed well, then any choice of design should be good.
In my case, my TTRPG is free form with video game esc rulings set in a logic system. However, the literal choices of each PC from character creation toward the end of the campaign, can heavily affect the outcome.
Ex: "You can create a literal omnipotent God as a playable character, but along with the rules kicking in as usual. You have also plummeted the campaign into a much more difficult setting since the World Tendency will react to it."
A long time ago i created a Predator RPG where you played as a Yautja going on hunts.
I got really far into it. Was a skill based game rather than class.
I made it compatible with Free League's Alien RPG and could probably fit into Cyberpunk Red with a few Tweaks.
I also had rules on how a Game Master could build custom alien races to hunt.
Then disney took over the property and i knew it could never get published
Love your information, I am writing a very crunchy, gritty, ttrpg.
No cooking! In yesterday’s session the party went to what was once a Tea Room (patterned after Sally Lunn’s Tea Room in Bath) but now a Tavern, with an Actor who insisted on Tea and saffron tea cakes as she remembered from long ago (she is a vampire). One of the fighters is also a chef. Much to my surprise, he offered to try to make something in the kitchen, and the bard persuaded the owners to permit it! The ambush waiting in the kitchen needed to adjust, nice role playing ensued, (he made his cooking roles, managing to make some quick bread-scones!). Win-win all around all from cooking!
I did a double-take when you said boyfriend, honestly I love the casual representation lately, to hell with the gay-baiting crap we got for years "my boyfriend" that's all that's needed to convey it.
I always feel the urge to say "my partner" when I'm talking with someone I don't know and seeing other people use specifics in public forum has really helped me get away from that
I made my own RPG system so I could fuse an amalgamation of every rule that I like. I also had an original concept that I wanted to develop.
Now I have Lucid RPG - an alternate history about prohibition (caused by liquors that empower at a steep cost of eventual mutation and/or psychosis.
The book looks great, but only one copy is going to print because I don't own the cool art.
On a topic related to games getting increasingly simplified; I'm very much the kind of person who loves crunch. And this trend has deeply saddened me. A lot of my friends love DnD 5e, Pathfinder 2e, and Shadowrun 6th edition. But all of those completely fail to interest me. I don't feel like the character I make is *my character*, I feel like they're just a selection of stats and features. It's like... 60% there.
Unrelated to my ramblings and I expect no one to read this far, if there are any big, crunchy tabletop games anyone feels like sharing, let me know! Not only am I looking for more to play, I'm slowly working on making my own, and ideas are forever welcome.
Gurps will always be the crunchy system people look to
I'm working on a scifi system because I think it is the best way to get my partner into scifi since they love ttrpgs and this was amazing timing for me!
I have been writing a TTRPG for a good while now, was looking for some extra drive. The biggest struggle I am having right now is working out an “AC” system for combatants. It’s a d6 system with superheroes/villains; has been hard thinking the best way to approach that specifically. Thank you again for your great video Guy, long time fan.
Creating a ttrpg that does not use magic directly, but also not a space rpg. More of using the video game “Legend of the Dragoon” as an inspiration. Very true that usually a game needs a setting to kind of set loose parameters on what can be.
I was inspired by the video on creating your own ttrpg..I came up with an idea( it was waiting to come out to play).I am enjoying the creative process .I am following a paranormal theme.
Great video. I made my RPG, Raven of the Scythe some time ago (its on drivethru). I love what you said about how you cant really have a system without a setting.
For instance, if your space game has blasters like Star Wars or just Ballistic weapons like BSG, that is telling you something about the setting just from glancing at the equipment page, even if you didnt think twice about it when you wrote it down.
I've been working on my own system on and off, it doesn't use dice either but is a bit more complex than what you've described. Still a great and useful video! Given me stuff to think about.
I support your project ! Can’t wait to use this !
Thank you. I'm following the same base thought; a system where there is little to no math also easy and fast (emphasis on fast) to play online/on zoom.
On the other hand, I axed 90 percent of the classes and 99 percent of the races. So it's only human centric. (Elves or dwarves may be on another continent but since we are not playing there, there are no other races, yet) I also eliminated most skills/feats :)
That sounds like a really good system! Although it could be, by the sound of it be Universal or "setting less" like what the folks over at tabletop time made and the system er... I have...
The trick to making a Universal Tabletop game is to make core rules like the AP skill system you have and build the setting editions on top like the ships and backgrounds in your game.
So you can pick up the core rules and add a setting on top if your feeling creative or the developer could make editions with the added rules... That way you don't have the Games Workshop issue of not updated various games when one system could have worked. Not to mention my system which is a universal Wargame/RPG and fixes the issues Games Workshop's been having.
Thanks for this video I can't wait for more game dev content!
Very instructive, tension & decisions are the key points on a rpg system. It is related to a story, a world with hidden rules that players discover while playing and learning more about the character they play
Fantastic! I love your motivation and solutions in creating BOUNTY HUNTER! Brilliant. I completely agree that setting is key, the draw back to “generic” setting neutral systems like GURPS is they require specific setting books to be playable. Of course that is an intentional marketing decision by Steve Jackson, no doubt.
Backstory is a relatively new thing to me. It sounds like a good idea. I'll need to incorporate that into my system.
I've found that characters who provide backstories gives me an idea for personal story archs.
You did an amazing job creating this game. I enjoyed hearing the process.
super useful advice! thank you !!! especially nice to follow your thought process about the choices by players, mechanics for creating tensions and decisions, and so many insights
I made an all D6 system because I was broke and my little siblings wanted to play, I ended up using the system with my friends as well
I think, to get longer life out of the system. Have the reputation be an expendable resource. Like once per scene or perhaps story, you can lower your reputation by one to barely scrape by an action that you normally couldn't do. Either you didn't have the action points or didn't have the skill. Then, the narrator gets to describe how you managed it in a way that diminishes your reputation. For example a frenemy comes to your aid, or you manage to escape the gambling house without broken knees but also without clothes.
Thank you for the video - You've inspired me to move up my work on my system!
Your boyfriend is a very lucky man.
I just pushed my game to drivethruRPG last week!
So, one thing i've wanted to try to do, key word is try, is to make a system where there are no classes. instead, you have a pool of points that you get on a level up that let you build a character buy buying different skills and point to how you want them to be. almost everyone that i have talked to about this has just told me that i was describing Pathfinder and that I should stop wasting my breath. but, i still feel like it's worth at least attempting to make my own system to see how well it really does work. and if it does, i can say that I did it. another idea i have is a system where everyone is some kind of Spellcaster, but the system is based around using Spells to solve situations, as well as the combat being based around magic dules.
I have seen systems in which there are no classes. Mutants and Masterminds, for example, gives you a pool of points that you use to build a character by buying skills and powers and other stuff. So yes, you absolutely can make a system without classes.
Good luck with your systems.
@@HairyHariyama thank you! And i'll see if i can find a copy of Mutants soemtime for reference
@@darienb1127 There's a SRD for it here: www.d20herosrd.com/
These are the kinda tips I desperately need to help finish my Yu-Gi-Oh! TTRPG! Loving the content Guy.
dam that sounds amazing. so how does it work ? sorry I'm a massive yugioh fan. I can't imagine how that works,unless it's like almost a deck building thing ? but most important question are the E HEROS &MASKED HEROES available.
and are you(the PC) a duelist or a monster type of thing.
sorry this idea just got me so excited
@@ianmoone1412 I imagine it is a normal ttrpg, but the combat is just an ygo duel
Thank you so much. I was really struggling to make a system like this for a long time. This works perfectly.
SPECTACULAR video, Guy!!😮 i learned so much & i think this will help me in my project a ton😊
The Shadowrun skill web was genius
Simpler Roleplaying Games like what you've described here work best for one-shots in my experience. Simplicity is less helpful/desirable for longer campaigns, just my .02$
This sounds awesome for a quick game with beginners though!
Indeed, the right tool for the right job. I recently threw together a fairly minimalistic system specifically to facilitate near-spontaneous one-shots and be beginner friendly. It relies heavily on the GM making calls on rulings, since there barely are any rules. This would probably create problems in longer campaigns, as the GM eventually is working off of an unwritten set of rules based on earlier calls, making a more developed larger ruleset more preferable. But for what it's designed for, it worked great during my first test run!
@@andershusmo5235 now i'm curious. What's your core mechanics for conflicts/tests?
Thanks for the insight on all your videos! I've been watching a lot lately to draw inspiration for a video game I'm attempting to story board for. I've been tempted to make some of it into a d&d campaign but much of it is too much of a railroad for d&d but too open ended for a linear story driven game lol.
I have been watching your great vidoes.I have supported the kickstarter.
Thanks for this video - I've been considering putting together my own TTRPG with the express purpose of keeping it SIMPLE for small children. I'm thinking there has to be SOME math in character creation at least, and trying to figure out how to avoid most of it. Definitely interested in taking a look at your system and how you got around that!
Main points:
1 Why do you want to spend hours doing this? What's your motivation for making this game?
2 Where is the player tension? How many decisions do players make?
3 Design your core mechanics to express decision and tension goals.
4 Ensure your mechanics have a broad coverage of outcomes. Things players might reasonably choose to do should be covered.
5 Risk is part of the game. Make it inclusive.
6 Healing, restoration, and moving on.
7 Combat is critical for many TTRPGs.
8 Must it always be this simple?
9 A setting helps. Add to your TTRPG
10 Character creation is the core feature for players.
11 Know and own your space.
You must allow character of players to acquire skills that they can add to their adventurer through practice and other means. In reality, I learned with practice to cook.
Nice this is helping out a bunch with my skill based role playing system
2:08 This is going to be hard to relate to. I don't get tension from TTRPGs and wasn't planning on mine having any since I don't care for it.
2:40 It's called player agency, so yeah.
12:25 You didn't indicate that the action points lost have labels so that means you can sleep off any injury and doctor can bandage exhaustion. That's not that bad but would be easy enough to fix.
24:25 Define setting. The system I made has mechanics based on physics (how many pounds equals how much damage and what to roll). And while it was based on a super hero setting, I stripped that out. It's a generic game meant for any setting like super heroes, realistic martial arts, space, or magic. You could argue that the mechanics assuming normal physics is a setting but I wouldn't consider "steel is this strong" to be a setting because it is literally just the in-game mechanics.
Your system is interesting but I prefer the probability percentage system where if you are good in something you have many possibilities to do it well but you also can fail for a reason that can bring in narrative ideas.
And also, nobody is perfect in anything, something that makes it more realistic.
Mythic RPG mechanics are pretty good at it.
The new edition of 7th Sea has a very similar approach to actions, where players essentially buy their successes rather than roll for them. A different system in the details, to be sure, but similar philosophy.
"You can't create a role-playing system that isn't linked to a setting". You need to try Savage Worlds, lol 😅. It's specifically designed for that. Well, that and to not be overly complicated 😉. It has several setting modules, but the core rulebook also has a guide for adapting certain aspects to different settings 😉.
Also FATE. But the best of all of them is Genesys, hands down.
The fact that it requires setting modules speaks to what I was talking about. I will however check it out for sure! I've heard a lot of folks talk of Savage Worlds.
@@HowtobeaGreatGM As far as I'm aware, Five Torches Deep doesn't have a prescribed setting OR settings-related modules (unless you count the vague pretext of "fantasy" as a setting) and it's one of my favorite games.
Backed! Good luck!
the hard part is convincing friends to give it a go, i dm regularly for a table of ~9-10 players for the past three years now, my 5e campaign is wrapping up a story arc and i mentioned i may want to playtest a homebrewed light rules system for a few weeks once we wrap up the story but i only wanted to have ~4-5 players... after a lot of humming and hawing most players said they'd rather just have someone else DM a campaign in 5e or for me to DM something in 5e after wrapping the current arc. That wasn't the point of me wanting to try the system lol so i just let it slide. Convincing people who have been playing a system for years to try a new system(especailly a homebrew one) is really hard... at least in my experience.
People are afraid to have to learn new rules, and learn new boundaries. I also introduce my new TTRPGs with a 'one-shot' volunteer session. After a single session people will either like it or not. Let those who liked it convince those who are skeptical to play it. Or learn from the one-shot and adapt.
its system of action points is very similar to the system that I developed last year, however, in my case each point means a dice to be rolled. I am finishing my playtest after 5 years of development.
Enjoyed this vid. Love how you broke down your thought processes to logical chunks. Am interested in game. Any way to buy it without backing it on KS?
I can't imagine why someone with no imagination would imagine that playing RPGs would be a good idea...
I have already posted the idea od the discord a while ago, but the reason why i started thinking about making my own ttrpg system was that when i went to my sister to help her with niece, we talked aboit games and stuff and she said she doesn't really have anything with dice in her house, not even d6, and so i though - then how about flipping coins? Numbers up for yes, back side for no. And so the Toss a Coin started to take a shape.
It would be a simple yes/no system with maybe a dozen of skills where atop to basic number of coins, you can add some extra ones for being skilled in this or that - more coins to toss, bigger the chance for success. In theory, it would be possible to spontaneously play a game with nothing but a handful of change, a piece of paper, and a pencil
Silly point, but is this the first time that Guy has mentioned "Boyfriend" and not "Partner"
I noticed that too. Caught me by surprise!
I felt it was appropriate since the entire TTRPG was based on his require to role-play but not be bombarded with 5th Ed. Rules.
@@HowtobeaGreatGM A good point to ceep going might be a system like "cogent role play" which has 3 core attributes and 4 skills per attribute. It's easy to understand, but has some cool features, like damage you take reduces you success chances to physical checks
a system that doesn't use dice? interesting concept!
i'm working on my own TTRPG system for over two years now (it's actually my second one, since the first one had so many different versions, i thought it's best to start over again) and i appreciate the timing ;)
in my opinion, the worst part of creating a TTRPG rule set is the creating of attributes and skills and balancing them.
I don't actually know what's better, to start outlining the attributes first or the skills.
I've come up with attributes and their effects, but now that I'm working on the skills, it feels like I'll have to go back again...
This is especially frustrating because the players will not advance their characters through
experience points or anything like that, but they're advancing them through equipment and body parts, since they're all playing robots / cyborgs, so balancing skills, equipment and parts is the most important thing so every build feels viable.
In my experience, equpiment comes after skills, but should I focus on the attibutes first or the skills ?
Depends upon which one is most key to your conflict resolution system. Do your skills rely upon the attributes or, vice versa or, even neither?
@@anfiach so far, attributes give passive perks while skills give active perks. like a pair of spider legs that gives the character more stability for aiming and when receiving heavy blows (stagger resistence) but also at an increased energy cost. when it comes to skills, there are no actual "skills" but rather software or hardware components like a scanner array or a countermeasure. this means that in order to install a soft- or hardware, you need minimum attributes for these, which you get through main parts, like legs, arms, torso, energy source, processing core and such. it's currently a constant back and forth...
@@Tharmorteos then I believe you have now answered your own question. One relies upon the other so, like building a pyramid, you start from the base. You can't define how those skills can work until you decide how the attributes work. That's my take on it anyway. I'm far from an expert on game design but that seems a logical progression. I hope I was helpful.
Okay I wasn't expecting that..... okay, I've been trying to think about how to make a character that's gay and not be over the top, you're the best example. I hope you don't mind me basing a character off of you.
If it helps you to have more fun and be inclusive in your games - go ahead. We are all wonderful human beings regardless of whom we love.
The easiest way to create a gay character is to make a character, then say they are gay. Sexual orientation has zero impact on gameplay. It can make for interesting roleplay provided it is within the context. Not every gay man is as flamboyant as Rip Taylor and not every straight man acts like Clint Eastwood. It is a component of who a person is, it doesn't define their behavior. I hope that's helpful to someone.
If I were to make a TTRPG, it would never get a second edition. I loathe all the cool stuff I've accumulated for a game becoming obsolete. Guess I better get it right on the first try.
My TTRPG goal, sci-fi rpg, no dice, little to no math, no classes, no levels, easy to play, easy to learn, can be roleplay light or heavy.
The simplicity of this system comes close to brilliant. But nevermind me 😊
Designing a tabletop roleplaying game sounds a splendid idea, for those who want their games come to life using Unity or Unreal engine anytime soon, it's nice to have idea to create tabletop role-playing games.
My idea: Dragon's Legion: The Tabletop Game. At the beginning of their campaign, Players chooses their favorite Legioners over 24 characters from six kingdoms asked by a GM to create a team of 5 members to prepare for war against the Sacred Army ruled by Dragon Lord, Seriko
It's dice system uses risk/reward mechanics where offense and defense actions take place. Attackers must land a number higher than Defenders in order to deal a combo. Defenders must land a number higher than Attackers to avoid damage as possible of their chosen actions asked by GM either block or evade. XP is awarded for all players for winning battles, which are used for upgrade their Legioners' stats and skills/magic.
The campaign comes a certain twists and turns depending on their chosen Legioners, which makes adventures more predictable.
The gear system takes place where characters don't have levels, but the level of their gear instead. For example, if the sword is gear level 5 and the leather armor is gear level 5, then the gear sum level will be 10. The rarity system affects the stats and enchant factors like regaining health overtime at start of turn,etc. Allows infinite builds for their favorite Legioners anyway they want.
As Legioners gets stronger, so does their war dragons.