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DBB

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  • Hey all... I’ve avoided posting so far because the end of Story Games is a pretty huge bummer. But we’re down to the final hours, so I felt I had to say something. I’m fairly new to this community, and I haven’t posted all that much. But it’s been …
  • p o d c a s t s I feel like I bring up podcasts way too often on here, but I’ve found the majority of my favorite indie games by listening to people play them on various shows. One Shot is particularly good – they run a new game system every few we…
  • Thanks all! Lots of interesting starting points here. If I can boil down/synthesize the responses so far, it seems like the main ways to encourage players to act “suboptimally” are: Bribe Them – Provide a resource, benefit, or other mechanical rewa…
  • Obviously this is not a new question, and there are plenty of games that try to address this (D&D has Inspiration, Blades in the Dark has Vices, Masks has Conditions, etc). Some of these mechanics work, and some of them don’t. I’d like to get a …
  • Played this a few months back at Dreamation and I totally loved it. It was a group of strangers but maybe we just lucked out, because all of the “PvP” and drama elements worked very well. I have to chalk up a good deal of that to good game design, t…
  • @Rickard – Great layout/typography cheat sheet! It does a great job of illustrating the points I mentioned above, and it’s way more specific. I’m going to save this for my own future use. Thanks!
  • Hello! Professional graphic designer here. As noted above, Adobe InDesign is the industry standard for laying out documents. You might also consider Adobe Illustrator if you’re only doing a few pages. Adobe currently charges a subscription fee for …
  • I really like the quickstart rules for World Wide Wrestling, which explictly talk to the GM and explicitly lay out how to play the first session of a game. I took a major cue from those when writing out the quickstart rules for my last game: a step-…
  • Gotta second @DannyK’s comment: I’ve internalized the rules of so many systems before I ever laid eyes on their rulebooks, just by listening to well-done actual play podcasts. It flattens the learning curve dramatically if you can just listen to the…
    in Learning curve Comment by DBB April 2019
  • Everyone at the table. This for an oracle-style, play-to-find-out, fortune-in-the-middle, narrative story-game, along the lines of Ghost/Echo. In the end it might also be GM-less. The genre is fairytale fantasy, heavily influenced by Lord Dunsany (i…
  • Let me throw a question back at you (which will hopefully lead to some further answers) – unexpected for whom? The players? The GM? Everyone at the table?
  • Currently in the middle of the One Shot Podcast playthrough of this – it’s a very interesting game. I haven’t encountered a game with this style of play before, and I love the deep character & backstory development it generates.
    in For the Queen Comment by DBB March 2019
  • @Thomas T, I’d like to apologize – I think I inadvertently derailed your thread. People seem to be conflating your problem with mine. I thought I was bringing up a related but separate issue. (We both want to know why the “read” moves don’t generate…
  • See, all of these are really good suggestions! Why is none of this part of the move? As an MC, I actually have very little trouble with misses on the question list moves – it’s specifically parsing out successes and partial successes that trips me …
  • Very interesting read – thanks for the link!
  • Sincere question: Does anyone actually like the question-list moves, in and of themselves, in Powered by the Apocalypse games? In my experience, they consistently confuse and frustrate players and MCs alike. Players have a specific question they wa…
  • This looks really fun! Love the concept. I read the pitch and immediately thought of a group who would be into it. Congrats on meeting your goal so quickly!
  • Thanks all! I really appreciate the kind words. And thanks again, @DaveC & @rhysmakesthings, for the feedback earlier in the thread. You were incredibly helpful with making this. @Deliverator – glad to hear it went so well! Sounds like your gro…
  • Thank you so much, @Paul_T! That really means a lot. And I’m super grateful for your feedback & comments during the design process!
  • Hey @DannyK! Good question. I’ve run this successfully as both a one-shot and as a multi-session story. For a one shot, you can start by following the First Session procedures outlined in the How to Play rules. However, there are a few steps you ca…
  • Hey folks! I'm super-excited to announce that the finished version of the game is live! You can download the entire thing for free here. I also made the game a website, featuring the complete game rules and special PC & GM packs for easy prin…
  • I've been listening to some actual play and game design podcasts that make use of some interesting randomizers. In Campaign & Autonomic, the players or GM sometimes draw from a tarot-like deck, in which each card represents a different set of co…
  • Thanks, @DaveC ! I figure there’s no point in asking for feedback if you’re not going to integrate feedback, right? I’ve really appreciated your comments & suggestions! @Guy Srinivasan lol
  • This is kind of funny/interesting – this summer I played in an Eberron 5e game where the DM didn’t like the RAW rest system, and replaced it with a modified version of the 13th Age non-diagetic rest system. If I’m recalling correctly, we did 1st &am…
  • I think this is a very cool idea, especially for Cyberpunk. I’d consider an assymetrical GM-less game, where one player is the City and the rest are PCs. You’d have rules for passing narrative agency around (“you say what happens when you succeed, …
  • I definitely want to play this. The title alone is (*chef kiss*) perfect. I love the idea of enchanted/alchemical shotgun shells, with different effects suited to different foes & situations. What if you could only use your magic shotgun(s) for…
  • Hey folks! I wanted to let you all know that I’ll be taking Hogwarts: An RPG to Metatopia 2018 for playtesting. If you’re going and you have any interest in trying the game, please sign up for a session! I believe the full convention schedule releas…
  • How about a game where each player plays two paired characters with complementary skills?
  • Cool stuff! I appreciate the reconfiguration of the lore – the opening blurb is just as compelling as before, but now it fits much better with the straightforward old-school adventure vibe you’re going for. Subtle changes, but effective. Definitely…
  • I think what’s interesting about this question isn’t the Old-School vs New School contest, it’s what are some cool/good things that OSR games do that New School games have forgotten about? I know nothing about OSR, but as someone who’s interested i…
  • Thanks, guys! Glad everyone digs the mission generator. @Machi – I’m a millennial as well and used to *hate* retro 80s stuff, but it’s really grown on me over the past five years or so. The NeoScum Shadowrun podcast got me into this particular slic…
  • This looks interesting and has some definite potential! For some reason I really like the division between Big Rules and Little Rules. And your opening setting hook is quite compelling (though it could do with some copy editing). I would also echo s…
  • While I’m all about the Lasers & Feelings re-skins (it is delightfully hackable), I wonder if it’s the best option for your ends. Setting up a Servant vs Sovereign dichotomy is interesting, but one of the important things about L&F is that …
  • Oh! I really like that. Using a recuperation move to do the mechanical HP restoration but also skewing/forwarding the narrative. That’s very clever.
  • You make a good point about playbooks. I’d been thinking the only way to do them would be for each House to have a playbook, which I explicitly don’t want. But basing them on specific characters from the books/movies is smart. I think we have a dif…
  • Oh, fantastic! This is incredibly useful. I’m doing something slightly different (more adventure & mystery, less teen drama), but would it be okay to use elements from this as inspiration? @DaveC – Yeah, that rule makes sense to me. I like the …
  • I’m a big proponent of the FFG Star Wars system. I’ve been running an ongoing game in it and I think it works great for narrative play. Once you’re familiar with the symbol meanings, the dice system works really well, and, as mentioned above, gettin…
  • All of that makes a lot of sense, especially when you lay out the math like that. I like the idea that you only actually score on a 10+, with the 7-9s all being things that go wrong (but not so wrong that the other team scores). Can I use some of yo…
  • Okay, I’ve revised the Quidditch rules down to two moves. Playing a Quidditch match is now all about passing narrative control from player to player, while the GM gets control over when the match ends by saying when the Snitch appears. The moves ar…
  • I have yet to play it, but it sounds like you’re describing something similar to Questlandia. It’s GM-less, but it uses playing cards and dice to allow players to collaboratively create the game’s setting and characters, has a map-making component, …
  • Hm. I’m having a tough time with this, because you guys have certainly convinced me that a Conditions system is a good match for the fiction. The back-and-forth of gaining and clearing Conditions based on roleplaying really does support the kind of …
  • @DaveC – I see where you’re going with the custom moves and I like it. I did go back and take a look at the Conditions in Masks, and I really like how those work. I’d like to try a version of the Hogwarts game that keeps the current Harm rules inta…
  • It'd good omen when people want to write your story / game for you it means it inspires them. I see what you mean about the reward issue now. I don’t have a problem with allowing players lots of opportunities for XP, as I expect people will freq…
  • Thanks, @Paul_T! I’ll give this a read. I definitely like the idea of integrating the “dark side” of a House’s virtue into the game, and using it as an XP trigger is very clever. Going to muse on this for a bit. For bonuses, I figure you should ne…
  • Yeah, this is very interesting! What about actually framing it in the written rules as “spending” the die? Because you’re rolling a pool of, potentially, up to 3 dice. So maybe it says, okay, if you roll your exact number, that’s a Cyberpunk die. Y…
  • I guess I was speaking from more of a marketing standpoint. You need to hook your audience with short, punchy scenarios that the game has the ability to create, and they should be at the top of all your promotional copy. That’s how you get them to r…
  • Oh, I really like that! Forcing the player to choose between success and information could create some really interesting situations. I definitely want to try this out in play and see what happens.
  • @DaveC – Good callout about the personality/aspect info. I’d been assuming that players would do that automatically, but formalizing it in character creation is a good idea. Definitely interested in mechanical functions for backgrounds, but I’ve be…
  • @rhysmakesthings – Cool! Seems like we’re working on parallel projects, though I’d wager yours has more breadth and depth to it. Feel free to use anything I’ve done if it strikes your fancy. I’d love to take a look at the Thornwood rules, too! Obvio…
  • @Airk – Thanks! Feel free to share with whomever you like. Do keep in mind that this game is going to go through a lot of changes going forward, though.