Hi Lee! I cannot miss such an interesting theme like this! I started creating my own RPG system in 2004. It is based on S.P.E.C.I.A.L. system like in Fallout. Then it was tested in hundreds of sessions with friends and today I have unfinished 5-th edition. And in this case, I have some tips on how should create your RPG system and lot of tips how not to do it)). About theme of this video, for me, the main reason for creating a new system was dissatisfaction with all the other systems which I tried to play. I cannot do that I want to do. The story, the world, the map, the narrative appears a little later. Some years ago, I decided to refuse levels and experience in my system. In traditional understanding, of course. Characters can grove and evolve, but they don't do it the way they do in D&D and the most computer games. Also, narrative begins prevailing over the system. And the system needs to be adapted to my needs, such as DM and storyteller. I called my creation not game but system because it is suitable for difference universals: Arda, Babylon 5, Aliens vs Predator, Carnival Row, Eterna and, of course, my own world - Hladadehor. I use some specific modules for each story (like monsters, weapons, magic) but core of the system is not change. And a small remark… This theme not about tabletop skirmish. At all. You became truly Tabletop Games Forge))).
Hey, that sounds awesome! I love the S.P.E.C.I.A.L. system and think it would be especially good for zombie games with the luck element in there. Definitely evolving from the strictly skirmish games now haha
@@tabletopskirmishgames Oh! One of my players constantly lowering Luck to 1 for his necromants. I roll attributes check on D12 and his Luck realIy works in the right moments! But just at these moments) Lee, what is your plans? In was single video or prelude for another wide cycle of videos?
@@tabletopskirmishgames Oh for sure mate. The best. We´ve done a ravenloft campaign for a couple of years, and a homebrew world for even many more years.. I created my own world too in which I GM as well, both with our group and 1 on 1 with my daughter 😉.
That's a great Video Format I've been thinking about making an RPG with kill team Battle systems and rules similar to dnd, This video gives me the urge to get started Really good Video already waiting for the next Video!!!!
I started making my own TTRPG because I've only played DND and Pathfinder, and have really noticed that each has issues with character creation I want to solve. Not just to make characters more balanced overall, but to also make character creation more fun and open. In dungeons and dragons each class is broad enough to build a character in, but some classes are harshly neglected or otherwise underpowered. Some also don't provide subclasses I would love to see them have (such as a toymaker for artificer, or what I've deemed an "oath of repentance" paladin. You can ask me about these in the comments if you want but I won't explain why here). I do like the variety of character building though! And how classes are broad and open. I love Pathfinder as a system, characters actually feel way more balanced, and the switch to instead picking skills from a list instead of set ones makes the experience more fun. However, I find the classes far too specific. Like, for example, Swashbuckler, kind of hard to think of characters who fit outside of pirates. Or gunslinger, who fits mainly cowboys and also pirates. My thing is, a character concept I have for a TTRPG character might slot well into 2 or 3 DND classes, but might slot into none or 1 Pathfinder class. Which I don't like, because I like writing my characters story first, then choosing a class I think fits them. Pathfinder feels like it forces me to do class first character later. So that's why in my system, there are no classes, and every ability gained you choose from a set of lists based on race, ability scores, level, etc. my main goal is variety and openness with character concepts and ideas. I want it so a character of really any role can be made, and each character is unique to that player. No two tanky builds should be the same. No two rogue-like builds should be the same. Etc. overall I've been working on it for a while now, and it's gone through about 3 from the ground up reworks now? Hoping to get a playable version ready soon
WEEKEND WARRIORS PRINT & PDF: www.wargamevault.com/product/374418/Weekend-Warriors--The-Ultimate-Tabletop-Skirmish-Game-To-Play-With-Your-Kids?affiliate_id=2014083 WEEKEND WARRIORS PRINT: amzn.to/3EqyxiE Email: hello@tabletopskirmishgames.com with your printed book receipt to get the FREE PDF and some FREE campaigns for fantasy and sci-fi
For me the reasons to design a game are: 1. I have a unique idea for mechincs. 2. I want to synthesize the best (imo) mechanics of other systems. 3. I have a unique idea for a world that cannot be overlayed on an already existing system. 4. I want a game that's about "X" and no other system does that in or does it in a way that I find interesting. I have designed a few different highly focused mini TTRPGs and each were designed with the thought of: What is this game about? and, How do the mechanics and systems in the game incentivize what the game is about? If I make a game about being a pirate, how does the game itself facilitate that feeling for the players? What head space do I want the players to be in and what can put in the text of the game to illicit that head space?
Thanks! That sounds awesome, have fun getting it ready. I've got a Facebook group if you'd like to share it on there anytime ... facebook.com/groups/832315318201457
I deleted my original comment just to let you know that I was tweaking on my (CARDS & COBOLDS) ttrpg game. Here are the rules. Player rules. 1: Play an action card. 2: Perform an action. 3: Repeat the pattern. Dungeon Master rules. 1: Dungeon Master runs the campaign. 2: Homebrew is allowed in the game. 3: Dungeon Master determines everything. Middle rule: Create your own assets.
I’ve been kick around ideas for decades now. I feel, like you seem to, that sometimes less is more. Endless lists of feats and skills just doesn’t appeal. Mountains of specific magic items. The one thing that I would always include is something that really featured in D&D 4e. Monsters that are varied within type. So not every Goblin is a 4hp pushover with low combat skills. Some are melee specialists, some ranged, some spellcasters. Also, combat mechanics that encourage players to actually think and act within combat, not just “I swing my axe, does a 14 hit?” .
@@tabletopskirmishgames yeah it's just hard to keep focus on it, plan sessions and test it and other irl stuff But it started as a homebrew dungeon world game and slowly evolved to be my own thing
Same here, planning the sessions with regularity can be tricky. We want to play every week consistently so this book project will make sure I get the encounters ready and the tables will help make it quicker too. Good luck with your game!
i really like your approach, and i can vouch for some of your suggestions, but how do you mitigate the 'brand loyal' member of your group? the best we came up with so far is the games are all one-offs, but that makes campaigns very difficult. I'm glad we're mostly on board with pick-up games but what do you do with the guy who keeps saying this coke tastes like pepsi?
I'm working on maps right now and will be posting a lot about that over the next couple of weeks. Then I'll be documenting the creation of my new fantasy game, so there will be a lot of content coming that relates to this.
So - nearly a year later - what became of this TTRPG? I'm guessing absolutely nothing? The lesson of this video is that it is incredibly easy to "brainstorm" a new RPG idea - what is orders of magnitude more difficult, is to condence those ideas down into something you would actually want to bring to the table with your friends - even just a single page document. The alternate lesson I would give is - don't waste so much time on all this pre-planning nonsense, like inventing 100 different spell types (talk about rules bloat) ; If you have a fun idea - get it to the table as early as possible - and only AFTER those playtests - decide if it's something you should bother spending any time developing. As those early playtests will give you a much better idea of what rules are actually needed to direct the game.
I hope this becomes a series.
Hi Lee!
I cannot miss such an interesting theme like this! I started creating my own RPG system in 2004. It is based on S.P.E.C.I.A.L. system like in Fallout. Then it was tested in hundreds of sessions with friends and today I have unfinished 5-th edition. And in this case, I have some tips on how should create your RPG system and lot of tips how not to do it)).
About theme of this video, for me, the main reason for creating a new system was dissatisfaction with all the other systems which I tried to play. I cannot do that I want to do. The story, the world, the map, the narrative appears a little later.
Some years ago, I decided to refuse levels and experience in my system. In traditional understanding, of course. Characters can grove and evolve, but they don't do it the way they do in D&D and the most computer games. Also, narrative begins prevailing over the system. And the system needs to be adapted to my needs, such as DM and storyteller.
I called my creation not game but system because it is suitable for difference universals: Arda, Babylon 5, Aliens vs Predator, Carnival Row, Eterna and, of course, my own world - Hladadehor. I use some specific modules for each story (like monsters, weapons, magic) but core of the system is not change.
And a small remark…
This theme not about tabletop skirmish. At all. You became truly Tabletop Games Forge))).
Hey, that sounds awesome! I love the S.P.E.C.I.A.L. system and think it would be especially good for zombie games with the luck element in there. Definitely evolving from the strictly skirmish games now haha
@@tabletopskirmishgames Oh! One of my players constantly lowering Luck to 1 for his necromants. I roll attributes check on D12 and his Luck realIy works in the right moments! But just at these moments)
Lee, what is your plans? In was single video or prelude for another wide cycle of videos?
Cool video, we have been playing our own homebrew DnD system and world for over 20y now. It's so cool 😉👍
Thanks mate! No way, that's awesome, I bet you have loads of cool memories!?
@@tabletopskirmishgames Oh for sure mate. The best. We´ve done a ravenloft campaign for a couple of years, and a homebrew world for even many more years.. I created my own world too in which I GM as well, both with our group and 1 on 1 with my daughter 😉.
Greats lists and help. I did something similar as I've been working on my game. Your stuff is always insightful.
Awesome, glad it was helpful. It was a fun video to make, will be doing more for sure. Have fun working on your game!
great info overall, but it is interesting that your lesson from the OGL debacle was "lock down your IP"
I actually started tabletop rpg with a creation of my own, for one major reason : the books to play tabletop game were too expensive.
Nice one!
@@tabletopskirmishgames thank you
Own The IP - that's the real number one reason. "I own my content, and use my owned content".
That's a great Video Format I've been thinking about making an RPG with kill team Battle systems and rules similar to dnd, This video gives me the urge to get started Really good Video already waiting for the next Video!!!!
Hey nice one, that sounds like a great idea! Thanks for watching!
I started making my own TTRPG because I've only played DND and Pathfinder, and have really noticed that each has issues with character creation I want to solve. Not just to make characters more balanced overall, but to also make character creation more fun and open.
In dungeons and dragons each class is broad enough to build a character in, but some classes are harshly neglected or otherwise underpowered. Some also don't provide subclasses I would love to see them have (such as a toymaker for artificer, or what I've deemed an "oath of repentance" paladin. You can ask me about these in the comments if you want but I won't explain why here). I do like the variety of character building though! And how classes are broad and open.
I love Pathfinder as a system, characters actually feel way more balanced, and the switch to instead picking skills from a list instead of set ones makes the experience more fun. However, I find the classes far too specific. Like, for example, Swashbuckler, kind of hard to think of characters who fit outside of pirates. Or gunslinger, who fits mainly cowboys and also pirates. My thing is, a character concept I have for a TTRPG character might slot well into 2 or 3 DND classes, but might slot into none or 1 Pathfinder class. Which I don't like, because I like writing my characters story first, then choosing a class I think fits them. Pathfinder feels like it forces me to do class first character later.
So that's why in my system, there are no classes, and every ability gained you choose from a set of lists based on race, ability scores, level, etc. my main goal is variety and openness with character concepts and ideas. I want it so a character of really any role can be made, and each character is unique to that player. No two tanky builds should be the same. No two rogue-like builds should be the same. Etc.
overall I've been working on it for a while now, and it's gone through about 3 from the ground up reworks now? Hoping to get a playable version ready soon
WEEKEND WARRIORS PRINT & PDF: www.wargamevault.com/product/374418/Weekend-Warriors--The-Ultimate-Tabletop-Skirmish-Game-To-Play-With-Your-Kids?affiliate_id=2014083
WEEKEND WARRIORS PRINT: amzn.to/3EqyxiE
Email: hello@tabletopskirmishgames.com with your printed book receipt to get the FREE PDF and some FREE campaigns for fantasy and sci-fi
-Why?
-Because i was lazy to learn a full system... So i made my own😅
That makes total sense, right? 🤣
For me the reasons to design a game are: 1. I have a unique idea for mechincs. 2. I want to synthesize the best (imo) mechanics of other systems. 3. I have a unique idea for a world that cannot be overlayed on an already existing system. 4. I want a game that's about "X" and no other system does that in or does it in a way that I find interesting. I have designed a few different highly focused mini TTRPGs and each were designed with the thought of: What is this game about? and, How do the mechanics and systems in the game incentivize what the game is about? If I make a game about being a pirate, how does the game itself facilitate that feeling for the players? What head space do I want the players to be in and what can put in the text of the game to illicit that head space?
Great Video! I'm actually making my own Solo system using both Dragonbane and Elder scrolls as framework.
Thanks! That sounds awesome, have fun getting it ready. I've got a Facebook group if you'd like to share it on there anytime ... facebook.com/groups/832315318201457
I deleted my original comment just to let you know that I was tweaking on my (CARDS & COBOLDS) ttrpg game. Here are the rules.
Player rules.
1: Play an action card.
2: Perform an action.
3: Repeat the pattern.
Dungeon Master rules.
1: Dungeon Master runs the campaign.
2: Homebrew is allowed in the game.
3: Dungeon Master determines everything.
Middle rule: Create your own assets.
Step 1) Get D&D 5e
Step 2) Add homebrew
Step 3) Add more homebrew
Step 4) Add even more homebrew
I’ve been kick around ideas for decades now. I feel, like you seem to, that sometimes less is more. Endless lists of feats and skills just doesn’t appeal. Mountains of specific magic items. The one thing that I would always include is something that really featured in D&D 4e. Monsters that are varied within type. So not every Goblin is a 4hp pushover with low combat skills. Some are melee specialists, some ranged, some spellcasters. Also, combat mechanics that encourage players to actually think and act within combat, not just “I swing my axe, does a 14 hit?” .
Nice one, my boy and I were designing goblin stats yesterday and talking about this very thing!
An RPG is especailly suited to make yoruself.
Definitely and great fun too
any further work on this? im really interested
Been working on mine for about 3-4years now with ups and downs
Def gonna watch this vid later and hope I don't rework my whole game again 😅
Nice one, it's such a fun thing to work on and having a long term project that grows and develops is so cool.
@@tabletopskirmishgames yeah it's just hard to keep focus on it, plan sessions and test it and other irl stuff
But it started as a homebrew dungeon world game and slowly evolved to be my own thing
Same here, planning the sessions with regularity can be tricky. We want to play every week consistently so this book project will make sure I get the encounters ready and the tables will help make it quicker too. Good luck with your game!
@@tabletopskirmishgames thnx ^^
i really like your approach, and i can vouch for some of your suggestions, but how do you mitigate the 'brand loyal' member of your group? the best we came up with so far is the games are all one-offs, but that makes campaigns very difficult. I'm glad we're mostly on board with pick-up games but what do you do with the guy who keeps saying this coke tastes like pepsi?
That's something I haven't come across yet. We play as a family so I'm lucky to have a captive team of players 🤣
What is the song in the background called
Did you ever go anywhere with this? I don’t see anything on your channel?
We've switched it to a tabletop skirmish game ruleset that will release on 15th July 2024.
Thank u so much for this
Hope it helped!
@@tabletopskirmishgames Yes indeed am building mine
This will not become a series, right?
I'm working on maps right now and will be posting a lot about that over the next couple of weeks. Then I'll be documenting the creation of my new fantasy game, so there will be a lot of content coming that relates to this.
@@tabletopskirmishgames well then, I'm really excited!
So - nearly a year later - what became of this TTRPG?
I'm guessing absolutely nothing?
The lesson of this video is that it is incredibly easy to "brainstorm" a new RPG idea - what is orders of magnitude more difficult, is to condence those ideas down into something you would actually want to bring to the table with your friends - even just a single page document.
The alternate lesson I would give is - don't waste so much time on all this pre-planning nonsense, like inventing 100 different spell types (talk about rules bloat) ; If you have a fun idea - get it to the table as early as possible - and only AFTER those playtests - decide if it's something you should bother spending any time developing. As those early playtests will give you a much better idea of what rules are actually needed to direct the game.
I’m publishing my new game on the 31st January.