Rpg design reddit. I've playtested it to death. 

Rpg design reddit. My Heist RPG takes a lot of inspiration from it.


Rpg design reddit. Negative traits would make challenges more difficult. To level, or not to level? That is the question. My gut instinct is most of the innovation in this area is from What program do you use to easily create custom character sheets? I'm currently deciding what to use for my game. Attributes (primary statistics) We would like to show you a description here but the site won’t allow us. Please. After checking with the mods that it's okay to post, I'm excited to introduce you to a free tool that helps organise, design, visualise, and map out stories and worlds - Arcweave! What is Arcweave? Arcweave is a versatile and user-friendly web tool designed for creating interactive stories There's a lot of posts on this sub that boil down to 'hey, here's a context-less list of 6-10 cool names I came up with that vaguely relate to aspects of human abilities, what do you all think?' then somebody comes along with 'we need context' (sometimes a bit more pissy than that) and nothing really happens, or if they're being eloquent they'll ask about design goals and maybe a conversation The main thing that sparked this question was when someone referred to "Blades in the Dark" as a classless system and then in another forum, I'm a part of someone who referred to "Red Markets" as a class-based system. It was created by Steve Jackson Games and first published in 1986 at a time when most such systems were story- or genre-specific. When I call a stat Pulchritude, you might not have any More than game systems, I am curious which games you think have the best adventures--primarily from a GM's perspective. Use this community to network, discuss crafting rulesets and general game design, and share My favorite system is Index Card RPG which gives you some great archetypes that you can just use, but encourages DIY class ideas and using loot/milestones/Player driven character creation. 5 years but I’m having trouble getting it to feel “right”. The biggest reason is most likely D&D. So really there is no parry. Let's say a game about Pirates - we can use Captain Jack Sparrow, Davy Jones I don't know about that. Listing of these Activity Threads (2016, 2017, 2018, and 2019) is maintained in the wiki. Reply reply xaeromancer • We would like to show you a description here but the site won’t allow us. Anyone have experience or ideas on how to design from the ground up? Everything you need to know about designing RPG adventures: a cheat sheet : r/rpg r/rpg Current search is within r/rpg Remove r/rpg filter and expand search to all of Reddit A gathering place for anyone, either casually or professionally, designing, hacking, or otherwise working with the mechanics of pen-and-paper tabletop role-playing games. What that looks like will be different for every system and playstyle. Has anyone put together a list of the Pros and Cons of making a Class system vs making a classless system? Both in terms of process of design as well as the differing philosophies of play they each We would like to show you a description here but the site won’t allow us. The Fight skill includes everything a trained combatant might do in the pursuit of defeating an opponent, including parry. When I was designing PC classes, it wasn't without the challenges, but ultimately, the process was pretty straightforward - turn a cool theme into mechanics, make those mechanics gooder, balanced, well A gathering place for anyone, either casually or professionally, designing, hacking, or otherwise working with the mechanics of pen-and-paper tabletop role-playing games. Our main goal is to promote the idea that all RPGs should provide *immediately playable* game experiences to their players. I opted for a non-traditional approach to leveling up, where characters abilities are trueA gathering place for anyone, either casually or professionally, designing, hacking, or otherwise working with the mechanics of pen-and-paper tabletop role-playing games. During character creation, players first distribute 10 points among 3 "aspects": mind, body and spirit Each aspect starts with a base of 3 and The most common action resolution systems seem to involve combining a character’s “attribute” level and their “skill” level, attributes usually being broader, more universal skills (which are often misunderstood as being more innate, despite the fact anyone can train things like Strength and Dexterity), and skills usually being more specific, learned expertise and technique (like I’m looking for some software that I can use to write an RPG; thinking of something in the format of 2 columns of text on one page, and where I can easily add images and tables, etc etc. Apr 10, 2025 · When designing your own tabletop RPG game, first outline what the game is about, and what you’d like players to experience. Elements common in RPGs, and RPG design I was looking across many different systems to try and figure out certain things for the design of my own little system for personal use (not commercial). Use this community to network, discuss crafting rulesets and general game design, and share In my system, I have combat as opposed rolls. I have played a few different systems from D&D to Alternity and I want to design my own rpg but before designing a full game I'd like to look at different systems but there are over hundred different games. r/RPGdesign: A gathering place for anyone, either casually or professionally, designing, hacking, or otherwise working with the mechanics of … RPG Theory & Design Looking for suggestions, I have recently become quite interested in RPG theory and design (although I really suck at maths), can anyone suggest books, podcasts, blogs or anything else that looks into this? Possibly from a beginners point of view. Roleplaying as a mechanic hasn't seen much innovation since 1985, even in the indie design scene, which is puzzling. I'm interested to hear what systems that have pushed game masters into understanding RPG design better and what they're recommend for other game masters who are interested in game design. Some will design a level based system because they don't want to alienate the majority of the playerbase that will rarely leave D&D and certainly not for something that's so different from what they know. There are benefits and drawbacks associated with any choice you make in terms of progression design. What makes for good/bad enemy design I want to make ‘sets’ of enemies, where each type within a set provides a specific style or strategy, so in larger fights each enemy contributes to a synergistic dynamic much like a player party does. It serves as a hub for game creators to discuss and share their insights, experiences, and expertise in the industry. COME TO RPG DESIGN REDDIT WHERE THE GRACIOUS AND HELPFUL REDDITORS WILL TRY TO GASLIGHT YOU INTO THINKING THE THING YOU'RE TRYING TO FIX IS JUST YOUR PROBLEM. ), and not filled with fluff that players will never learn. Activity Thread: We have weekly, pre-planned discussions about mechanics, game design examples from published games, and aspects of the games we are designing. Ideally I'd like it to be simple and affordable (no photoshop isn't the best option for me), maybe even free. Personally, I think BitD is a classed system since your playbook determines your abilities, equipment and style of play. But I wouldn't consider "Red Markets" as a class-based This is somewhat a shower thought. But do make them into experiments. When I was designing PC classes, it wasn't without the challenges, but ultimately, the process was pretty straightforward - turn a cool theme into mechanics, make those mechanics gooder, balanced, well The main thing that sparked this question was when someone referred to "Blades in the Dark" as a classless system and then in another forum, I'm a part of someone who referred to "Red Markets" as a class-based system. Do you have any list or must read systems before designing a RPG. It is inspired by the comments on this recent post and from listening to this podcast episode on William White’s book Tabletop RPG Design in Theory and Practice at the Forge, 2001-2012. 51 votes, 35 comments. This is a subreddit focused on discussing RPG Maker. For example, Mark increases Slashing and Piercing damage taken, Burned increases Fire damage taken and deals damage to the target at the start of their turn, while Shock increases Lightning damage taken and stuns the target the first time they A gathering place for anyone, either casually or professionally, designing, hacking, or otherwise working with the mechanics of pen-and-paper tabletop role-playing games. Something that has come up in feedback from players is the relatively little options my system offers for long-term advancement. 49K subscribers in the RPGMaker community. I'm posting this here because I've also released the free (CC-BY) SRD for the games if you want to check out the mechanics. As well, Shadowrun and Dresden Files Rpg both have really solid freeform magic systems that you might want to check out. When I've run different systems, my expectations of the game have sometimes clashed with the rules as they're written. This includes any version from… I think writing an RPG as a solo project is pretty easy. Also, just a side note, but balance in TTRPG's is an illusion anyway and classes only compound that illusion haha. So I’m thinking about just going classless, having the player choosing what abilities and spells to pick. We would like to show you a description here but the site won’t allow us. Hey r/RPGdesign ! I hope this post finds you in the midst of some epic adventures or busy world-building. I released my RPG a few months back, and I've started mulling over what quality of life improvements I want to add down the line. This is a place to talk about Game Design and what it entails. If you look at most RPG books, there are visuals designs on each page that aren't specific art pieces. Another useful resource for learning RPG design is perhaps trying to answer some questions from the RPG StackExchange. I feel like this kind of game design tends to create simple games. There's a whole Kickstarter event around solo or very small teams/individuals doing that right now. Then, iron out the RPG’s game mechanics, or how the game will be played—this might be done with traditional tabletop dice, a special deck of cards, or something else entirely. what people already know about rpgs. I’ve looked into the history of the Forge and read some of the old articles and am also familiar with the design principles and philosophies in the OSR. The Generic Universal RolePlaying System, or GURPS, is a tabletop role-playing game system designed to allow for play in any game setting. You could have Beauty +4, Alcoholic -2, Clumsy -1, Swimming +10, Old -3, etc. Is there a good, well-written source of RPG design theory for someone just starting out? I'm working on 3 different RPG's, but… What's the best way to design skills? Alternatively, what system has the best 'skill list' to pick from when making a character? r/RPGdesignBR: O sub brasileiro para discutir, de forma aberta e acolhedora, os chamados "sistemas próprios" (ou qualquer projeto de TTRPG similar)!… Are you looking only for game systems? I definitely recommend you check our Dungeon Crawl Classics as an interesting variation of D&D’s vancian magic system. RPGdesign) submitted 9 months ago by foolofcheese overengineered modern art Hello everyone—this is my first post here. A gathering place for anyone, either casually or professionally, designing, hacking, or otherwise working with the mechanics of pen-and-paper tabletop role-playing games. I've even had a presence at local gaming conventions and events and so far, people really love the game. 95% of RPG design is self-education and (painfully) honest self-reflection. What do you use that has worked for prototyping your sheets? The best answer is to hire a designer, but humor me for now. I’ve been designing an OSR-esque system with the classic classes for the past 1. Honestly, you do not really decide to do a parry, any more than you decide how your opponent is going to attack you, and I always thought parry as a choice didn't make sense. But then you double your overhead of learning systems, remembering rules, and building two distinct worlds. I think that if someone thinks they want to design a game, they should ask themselves WHY they want to do that, and if launching into a design process is really the right answer. Hi folks. 29 votes, 68 comments. Share Add a Comment Sort by: Best Open comment sort options Top New Controversial Old Q&A [deleted] • Another useful resource for learning RPG design is perhaps trying to answer some questions from the RPG StackExchange. what are successful tactics for making character creation faster? (self. Can it exist in a more generic, and unfocused setting? I haven't read every word, but I was looking for the important up-front question of WHY you want to design an RPG. What I Asking for advice about your system/setting Recruiting assistance with game design and development Mechanics and design of existing, published RPGs Other elements of RPG production and publication Video game RPGs, including MMOs Tabletop boardgame design Flaming professional or amateur game designers Check out the WIKI! If you're using "how" style attributes Im a little less sure because thats not the way I usually design. It basically becomes "put the square peg in the square hole" / "Use the fire move on the grass enemy". Sep 27, 2024 · Welcome to Reddit, Become a Redditor Mechanics No traditional HP, just increasingly difficult death saves? (self. For topics related to the design of games for interactive entertainment systems - video games, board games, tabletop RPGs, or any other type. Share Add a Comment Sort by: Best Open comment sort options Top New Controversial Old Q&A [deleted] • I bought Affinity Suite but am still learning how to use it. His videos helped me design a hard magic system with some soft magic sprinkled in the form of ancient relics, hinting that over time magic used to be soft and evolved into hard. Some games will be level based because the designers prefer that or don't know how to balance without it. When I call an stat Charisma, you already have ideas about what that stat does. I'm curious what other people's experiences with Canva are. Although, recent advice from Daniel Sell, the creator of Troika, is that people should probably read less RPG books and just read more weird A gathering place for anyone, either casually or professionally, designing, hacking, or otherwise working with the mechanics of pen-and-paper tabletop role-playing games. Welcome to the premier hub for Board Game, Tabletop Game, and Card Game design on Reddit! Here, you'll find a treasure trove of inspiration, expert insights, and invaluable resources covering every aspect of game design, from conception to production, marketing, and even crowdfunding. Any advice or tales of caution? TIA and happy gaming! I have been for some time convinced that this community would need to leave Reddit eventually. A Swedish RPG called Västmark had a long list of skills and traits and it opens up to make every character more unique. I know the flavor I’d like for the system, but I could use tips on what to include in the mechanics as well as fun ideas for how the mechanics could work. So, which or what dice system did you decide to use for your system and why did you pick it, or think it's suited for your system? Elements common in RPGs, and RPG design I was looking across many different systems to try and figure out certain things for the design of my own little system for personal use (not commercial). Use this community to network, discuss crafting rulesets and general game design, and share Emotional investment can only be done indirectly (and for that design space we already have amazing RPG's) and de-escalation and escalation are actually more Human story-telling skills than rules for a RPG. Don't EVER reply to one of my threads again. I think depth is created when certain classes/attacks excel at certain things, but are also decent to good at some other things, so that the different classes/attacks (basically anything the player has A place to discuss and redefine what adventure design means for tabletop roleplaying games. A good world map, in my mind, needs to be both somewhat believable, but also serve a mechanical purpose in game. e. I find it easy to use and working in my favour, but being a free service I can only imagine there will be hiccups along they way. I love their games, but their game Questlandia has a particularly elegant layout, where the rules are walked through on the left pages of the book, and a full scale actual play that perfectly matches the rules being explained is on the right In the RPG I am designing, damage types are tied to certain status conditions that attacks apply. Recently I've been designing the enemies for my game, and, as the title says, I can't really help myself but encounter the fact that enemy design is weird. My Heist RPG takes a lot of inspiration from it. Focus on making these short and simple experiments. Get ready to unleash your creativity and join fellow enthusiasts in crafting the next big hit in the world of I'm interested to hear what systems that have pushed game masters into understanding RPG design better and what they're recommend for other game masters who are interested in game design. I've seen several posts with people asking about the merits of one versus the other one relation to their project, but I couldn't find anything on a general comparison between the two. RPGdesign) submitted 1 month ago by SabataWraithlight I love the d&d 5e system, simple and elegant. I've finished the rulebook. It's the most popular TTRPG and it's level based. One likes combat and exploration; the other likes social interactions, mystery, and intrigue. I'm lazy. Whatever system you use, it needs to compliment the setting and other rules of your ttrpg. The most impressive RPG format I’ve ever seen is from a very small company called Make Big Things. This can be shown on a scale of how Similar, or Different, an attribute name is from what the general audience already knows. I've got you on ignore and I don't need your trollish excuse for "help". But I suspect it goes something like asking yourself "who are the most archetypal and distinct characters in my setting and what makes how they approach things different?" A little long-winded, so example time. These prototypes are Homebrew game mechanics Design, layout, and other production aspects of RPGs Asking for advice about your system/setting Recruiting assistance with game design and development Mechanics and design of existing, published RPGs Other elements of RPG production and publication Video game RPGs, including MMOs Tabletop boardgame design Flaming professional or amateur game designers A gathering place for anyone, either casually or professionally, designing, hacking, or otherwise working with the mechanics of pen-and-paper tabletop role-playing games. So yes, you can totally learn to design a good RPG on your own or nearly on your own, but it involves checking your ego at the door and in many cases exhaustive playtesting rather than subjective ones. So what do you think? Which RPGs are crucial to know before designing an RPG Share Add a Comment Sort by: Best Open comment You might want to view Matt Colville's Action Oriented Monsters video. I'm designing an ability score system and I'm wondering whether or not it might be easily broken by players. I'm currently using Canva to design the layout of my RPG. 5s and 6s count as success Anyway, the skills are- Aim Crafting Cultures Evade History Melee Stealth Survival Inspect Interact Which you combine with one of these attributes- Knowledge Charm Physique Finesse Will Awareness The game is a spiritual Let's say you have two RPG groups with different tastes. How would I begin to compare either of those design structures to the mechanics and probabilities in Savage Worlds, or Basic Role Play? That doesn't even get into the language or narrative differences between systems, but those are at least more comprehensible to most people. . g. The subreddit covers various game development aspects, including programming, design, writing, art, game jams, postmortems, and marketing. Sure, a lot of them might be related to a specific system, but sometimes you get more broad questions or questions that are applicable to many systems (like the air-breathing mermaid problem). Let's start with a brutal truth; your first project will likely suck. If you can do those two things well, you can design a good RPG. In it, Matt Colville presents a design methodology focused primarily on giving enemies memorable, iconic, "cinematic," and escalating actions that change the battlefield, all for the purpose of avoiding stale combat. How do you all design good world maps for the games you're playing? By world map, I don't necessarily mean a map of the world, just a map of the play space the players are in. I haven't found a single RPG progression system that I liked every aspect of, but there are a lot of different games with elements I enjoyed. I've recently published Breathless, a survival horror minimalist RPG that focuses on condensed simplicity and where all the rules, the setting, the rolling tables and the character sheet all fit on a half-fold brochure. So now I would like to look closer at classless RPGs that does this well and that doesn’t overwhelm the player with to many choices Naming attributes (or any mechanic in your game) is all about understanding the Rpg-Meta. Good starting mechanic that’s easy to understand and hack. The upvoting mechanic tends to favor fast and low effort content, subs can barely be organized and RPG design is not a topic which handles disordered discussion well, and this sub has proven to be the worst combination of exposed enough to the internet to manufacture controversy, but not exposed A gathering place for anyone, either casually or professionally, designing, hacking, or otherwise working with the mechanics of pen-and-paper tabletop role-playing games. It's certainly true that you should have actually played a lot of games before you get started. Hi everyone. The way it works, you use one of the six attributes and one of the skills, you add the two scores and you roll a dice pool of d6s with that amount. You could just run two different systems. Like in D&D 5e the background is kind of parchment-like, in others there are various types of shading etc. Perhaps that is separate discussion though. In fact, possibly your first three (or in my case five!) projects will suck. What if instead, you wanted one system for both groups? Maybe one group runs the base back home The WEG Star Wars RPG which just was re released from Fantasy Flight Games is a simple and fun dice pool system (and a world class fun to read rulebook). I don’t mind paying but I would rather have something not extremely expensive. Depending on the system I'll either toss it out and try something else (which is annoying Why? What are the relative merits? Stripping out Attributes feels rules-light, even though hypothetically a crunchier game could use only Skills. /r/GameDesign is not a subreddit about general game development, nor is it a programming subreddit. Just to give you some context, my ability score system (henceforth attributes) much resembles a halfway point between D&D 2e and 3e. Thanks in advance! Share Add a Comment Sort by: Best Open comment sort options Top New Controversial Old Q&A TADodger • What program do you use to easily create custom character sheets? I'm currently deciding what to use for my game. But for reasons I want to create my own ttrpg. Are there any indie (or non) publishers still looking for projects? Okay, so it's a bit of a shot in the dark, but I'm developing an RPG (my first). I've playtested it to death. Which adventures are well written and designed, features that make them easy to GM (bolded keywords, bullet points for important info in each room, etc. I have assembled a list of common systems in RPGs that i have seen across the hobby in some form or another. nnv ig3m2ab l5rub8 kmf z3omwi 9ph uruxup vyxp hu07q h0fc