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rhysmakesthings

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  • I guess what I am saying is it seems to me like our focus on safety tools and safety (not in the physical sense but in the sense of everyone at the table being comfortable) has led to more people not being able to handle hard food. Obviously it is a…
  • Really interesting thoughts! I like your recommendations so far. Have you checked out script change? It seems to have some pretty sensible guidelines that is more in line with what you've got here. It also uses the fairly natural metaphor of a remo…
  • Blades in the dark is a very sandboxy game with story game elements. But that might not be story game enough for you?
  • I like the Westmarches setup. You're in a boring town on the frontier of a weird and dangerous wilderness full of adventure and riches. Your characters all have reason to make forays out into the wilderness. Go do that! It's at once a clear startin…
  • Agree with the options mentioned so far. I think the go back to the safezone option with or without some abstracted penalties (depending on the situation) unless the same group agrees to meet again and continue before any other time-weirdness can ha…
  • It seems to me that if that character is just kinda doing nothing or if they don't react to your looming threats (i.e. the spread of the disease), that's a Golden Opportunity for you to make a move. Then they can react to that move, and hopefully th…
  • Really lovely looking game! Short, sweet, and simple. Great work!
  • I played a session of my in development game Thornwood: School of Magics with some improviser pals of mine. They came up with some hilarious characters and got through three weeks of school and character creation in our 3 and a bit hour session whic…
  • Hey, while we're waiting to grill Dave, any of y'all try to build one of these thingies or run one, or both? Howabout play in one someone else made ? Krippler mentioned Mega-Games, and not having that much fun. Anyone else? I played a watch the ski…
  • Just like noone plays videogames anymore? (Fortnite has one of the largest, if not the largest, playerbases ever for online video games). Or no one plays chess now that there are professionals in the world of chess (how long have professional chess …
  • I'm confused as to what you're actually concerned about @JDCorley . What part of RPGs is going to be killed by this content exactly?
  • Did an online playtest of Thornwood School of Magics with some people from the Gauntlet! Great session and some really thoughtful feedback from the players. I'm feeling I might need to revise parts of my dice mechanic, or find a better way to expla…
  • I have a little hexmapping / notekeeping / random map generation tool at rhysmakesthings.com/gm_friend . Mostly geared towards OSR stuff but there's things like random name generation and random item generation that can be helpful for doing things o…
  • Played my in development game Thornwood School of Magics three times at PAX Australia as part of the official PAX Collaboratory. Had some really awesome players and got a good feel for what areas I need to focus on. Encountered a lot of enthusiasm f…
  • Playtested a convention oneshot in the lead up to PAX Australia for my game Thornwood School of Magics on the weekend. It went really well! I think it should fit nicely into the timeslots I have also. One great thing was when people were giving fee…
  • Some good observations. I definitely agree with the point about how it's a lot clearer what you can do if you want to start publishing content for D&D style things. Theres a very established tradition there. Thought I'd share my own anecdote sur…
  • Unfortunately there is no advanced sign up, I've had a few people express interest already just to me personally after I posted about it on twitter so I've got at least one game but I already told them it would be 2 hours. Maybe on the second day I'…
  • My only worry with that is that it might be difficult finding people to commit to 4 hours in the middle of a big con like this? Not sure. In terms of playtesting, 4 hours would probably be more useful to me because the within scene mechanics that wo…
  • Thank you! That's some good practical advice. Asking the players is something obvious and really helpful that I didn't think of because I was so focused on what I needed to do. I think I'll prep some different situations and ask the players whether …
  • Played a game of Microscope to help build out a world I'm going to be playing in. Came up with some cool creation myth stuff, some interesting rituals, and the origin of a key part of the world. Second time playing, worked really well yet again.
  • Something I've played with for resting / hospital wing type stuff in my game is making multiple different actions that are different to but just as useful as the ones that you can take outside of that context. This makes getting injured and spending…
  • Nice! I'm also working on a magical school based rpg, not specifically Harry Potter though but definitely inspired by (along with things like the Magicians, Bartimaeus trilogy, Jonathan Strange Mr Norrel but generally keeping with the themes of HP).…
  • Playtested my game Thornwood: School of Magic this week. Created characters, which was fairly quick but everyone seemed happy with how defined their characters were and we definitely ended up with three unique characters. It was a 2 hour playtest al…
  • I tried to play around with interpretation and more biblical style judgement (but also player to player judgement like you're talking about) in my 200 word RPG this year. I don't think I fully nailed the 200 word format and so it might not be the mo…
  • Not sure if i'm blathering but: I don't need to be able to intuit percentage probabilities for dice systems, so long as I'm told what an easy, medium, and hard difficulty are. The thing i found most annoying about dming when i was younger was comin…
  • Thanks I'll check it out.
  • https://dig1000holes.wordpress.com/what-is-a-roleplaying-game/ Found this game, pretty interesting implementation of something along the lines of what i've been looking for.
  • Thanks for the video! I'll check that out. I like your explanation of your game here, it's definitely the kind of thing I was looking for. Essentially you get the player to engage in trial and error, rather than explaining the rules to them, and yo…
  • In regards to the railroad aspect, I think that the hybrid approach really helps with this. Freeform to learn about roleplaying and parts of style of play, railroad when you need to teach mechanics, then a good starting scenario to combine the two a…
  • I'm currently working on a tutorial/play example for my game. German board games are great at explaining themselves. Worlds in Peril has an excellent comic explaining roleplaying in general. Tutorial that players play through, or a series of exam…
  • Those Beginner Games sound very useful! I'll have to take a look. That sounds like the kind of thing I'm looking for but obviously there are pitfalls like the one you mention. An idea I had was to make the tutorial part a Prologue style of thing, s…
  • @Rhysmakesthings Your question made me thing that my post was off-topic (which it may actually be, or not), so I went back and re-read the whole thread and now I am confused. I sort of see the connection between @Rickard 's fluency play and the WA…
  • Ah I've read through RQ6 and they did a similar thing (from what I can tell), different character though. It definitely does a good job of explaining the rules, but I wouldn't say its a tutorial that teaches you the rules, more an accompaniment to t…
  • Actual plays have definitely helped me with learning how games work at the table, they are definitely effective for people that enjoy watching them and something annotated nicely would make that even better. To the topic at hand, what do you think…
  • Thanks for those resources Rickard, I'll do a bit of reading Yeah that's a good idea, reduce the problem space. You could start with some purely roleplaying exercises that was kind of like an improv game, then go through some mechanical exercises…
  • I always enjoy good actual play examples. You can definitely lower the barrier to entry with quality writing of the rulebook, but I think a playable tutorial is even lower and potentially more effective if you can do it well. Definitely hard because…
  • My idea was a tutorial for novice roleplayers, teaching them how to play this game, where learning what roleplaying is also part of learning the game I guess? I figure experienced roleplayers are fine with and good at reading a rulebook. I'm defini…
  • Thanks Rickard, great contribution. Exactly the sort of stuff I'm interested in. That where are your keys link looks very interesting, from what I can tell it's a series of techniques for rapidly learning languages in order to keep dying language…
  • One thing to keep in mind is that the probabilities here might feel a bit punishing! Usually around 80% success is a good value for easy tasks and 66% for average. With 66% for your "easy" dice rolls, you're going to end up with pc's feeling less co…
  • One thing to note is that for the forgotten realms there is a vast collection of additional materials that players might have experience with which can make them knowledgeable about the setting without having to read a literal setting book. EG. all …
  • Rickard, I haven't yet played Imagine, so it's possible that I "don't get it". However, I find the text very evocative and the examples really help establish the kind of play you're going for. For me, at least - again, unless my imagination is tot…
  • I think the second most popular version of this is RollPlay. It's got some interesting differences. Firstly, it was started by a popular video game streamer, not a group of voice actors. The players they get to play in their games are other popular …
  • "Heroes of the Hearth" involves lots of slice of life exploration of the everyday. It's in "seven wonders: a storygame anthology" We play the characters who have been left behind in the village after the adventurers have gone on their epic campaig…
  • One of the first games that I can think of that did something like this was Pendragon. The characters went on one (or two adventures) a year. There was a winter phases where daily life things where supposed to happen, like feasts and births of chi…
  • I'm actually really interested to hear about the theory, if you're willing to share. I'm trying to build my knowledge on the subject. If you don't want to go into it too deeply, could you recommend some reading for those of us who want to learn mor…
  • Great thoughts @hamnacb . The phases and the receiving a token for season chart / paying token for your own scene seem like they are good ideas. If I were to generalise those ideas, I'd say they both have an aspect of injecting scarcity into the per…
  • Ryuutama uses resources in a video-game style. The economy goes through the hoops of money, objects, climate, food, moral and health. Objects are bought, gathered or produced and transported or used. It is very simple like 1 GP = X Mana Point = = a …
  • yukamichi I'll check out that thread some more and look for those posts, thanks for the pointers. Yeah i dont expect to find the exact answers anywhere, any info or thoughts on these topics is welcome and of interest. Nevertheless, I stand by what I…
  • Hm, I'm not sure that I want to achieve a feel of "everyday activity". I want the subject to be "everyday activity" but the feel to be... different. I'm not sure, but maybe with more roleplaying/expression. But I think bookkeeping is probably necess…
  • Looked a little more at Chuubo's and theres definitely some ideas to investigate there. I like particularly the genre xp actions and emotion xp, I think thats a great way of encouraging certain types of play. kind of "currency + randomness" long-f…