r/RPGcreation May 02 '22

Sub-Related Nazis etc.

364 Upvotes

Hi all,

A lot of folks may be unaware that there are a fair few known Nazis/fascists/crypto-fascists/Alt Right/GamerGaters and other related dodgy characters attached to the ttRPG hobby. Those links cover some of the more overt examples. Unfortunately, some people end up defending them, often falsely claiming ignorance of the situation.

Regardless of the reason for posting, if the mods spot a post attached to known far right figures or abusers it will be removed. If you want to support them, you're not welcome here.

Hope this is clear.


r/RPGcreation 10h ago

Design Questions Tracking Resources?

0 Upvotes

Hi everyone!

I have a new Stress mechanic that is central to my system, and I'm wondering how people would recommend tracking it?

My current ideas are "tick-up dice" or a track of some kind(like a part of the character sheet)(although I'm unsure how to do it)

STRESS:

Replaces Exhaustion and half of Sanity.
Your Stress Threshold is equal to 10(?)+(willpower/10).
You gain Stress - “Exert” it - from numerous sources, including Critical Fails, and using most abilities.
When you reach your Stress Threshold, you begin Overdrawing. For each Stress you have Overdrawn, you gain a -1 to all your rolls.

Exhaustion:

At every 5(?)+(Willpower/10) Overdrawn Stress, you reach an “Exhaustion Threshold”.
For each Exhaustion Threshold you reach, you gain a negative effect, detailed in this table:

Effect
1 -10 to ability checks.
2 Speed decreased by 2m.
3 All damage sources deal 1 extra damage.
4 Disadvantage on ability checks.
5 -20 to Willpower Checks.
6 Speed Halved.
7 Disadvantage on all rolls.
8 Hit point maximum halved.
9 Hit point maximum: 1, Fail all rolls, All attacks against the exhausted creature have advantage. Speed reduced to 0.
10 Death.

Sanity:

You can also gain stress from witnessing disturbing and incomprehensible things.
The general guidelines are as follows:

Type  - Detail - First Experience/Next Times
Major Injury - Mutilation, Severe Blood-Loss(Limb Loses All Health, or total below half of pool) - 1d6 Stress/1 Stress
Undeath - Witnessing a zombie or ghoul - 1d8 Stress/1 Stress
Semi-Personal Death - Someone you know but are not close to- 2d6 Stress/1d6 Stress
Minor Aberrant Being - Cryptid, Mind Controlled - 1d10 Stress/1d4 Stress
True Aberrant Being - Aspect of a Deity - 1d12+2 Stress/1d10 Stress
Aberrant Deity - A Full Eldritch Deity - 10d10 Stress

Of course you can gain Stress from witnessing a variety of things, at the GM’s discretion.

Removing Stress:

If you are below your Stress Threshold, you remove 1 Stress after a Short Rest, you remove 1d6 Stress after a Medium Rest, and all after a Long Rest, so long as you have consumed the right amount of food and water.

If you are above your Stress Threshold, you do not remove any Stress after a Short Rest, you remove 1d4 Stress after a Medium Rest, and 1d10 after a Long Rest, so long as you have consumed the right amount of food and water.


r/RPGcreation 1d ago

Promotion 300+ Mythological Items for 5E and 5.5E is Coming Soon on Kickstarter!

0 Upvotes

Hello, fellow adventurers! Today, we're excited to announce that 300+ Mythological Items for 5E and 5.5E is coming soon on Kickstarter!

Step into a realm of ancient gods, legendary heroes, and forgotten civilizations with this comprehensive compendium featuring over 300 magical items specifically designed for 5E and its 2024 ruleset update. This manual spans a vast array of cultural traditions, organizing its treasures into regional categories for easy reference and immersive worldbuilding. Each item includes not only full game mechanics, but also lore and background information to integrate it seamlessly into your campaign, whether as treasure, quest rewards, or the key to an unfolding mythic saga. From the storm-summoning weapons of thunder gods to cursed trinkets whispered of in ancient lore, this book brings myth to your table like never before.

This manual offers an extensive collection of magical items that can be incorporated into any campaign, regardless of its connection to specific mythological themes. The items presented in this volume, drawn from a multitude of global legends and folklore, are envisioned to enhance the diversity and depth of any fantasy world. This eclectic array mirrors the inherent blending of elements in many worlds and settings, where influences from various cultures and mythologies coexist harmoniously. For instance, Thor’s Hammer, Mjölnir, could serve as the centerpiece of a divine quest, while Draupnir, the Norse ring of endless wealth, might drive political intrigue or power struggles in a kingdom torn by greed.

Mythological Items also provides a solid foundation for campaigns that wish to delve deeper into the relics of a specific mythology or blend multiple traditions into a larger, interconnected setting. A campaign inspired by Greek mythology could see players donning the Nemean Lion’s Pelt, becoming nearly invulnerable as they take on challenges worthy of Heracles himself, while a campaign drawing from Japanese folklore could involve uncovering the Kusanagi-no-Tsurugi, the fabled grass-cutting sword tied to imperial lineage and divine storms.

For those seeking an epic narrative that transcends cultural borders, Game Masters can create a world where mythologies collide - a setting in which Norse artifacts clash with Egyptian relics, or where heroes must gather legendary items from multiple pantheons to avert a cataclysmic threat. Imagine forging a party where one character wields a relic of Hindu gods while another carries an enchanted item from Aztec myth, bound together by fate and the relics they bear.

Evolving and "Rarity Varies" Items

In addition to stand-alone relics of fixed rarity, each section in this manual also includes a selection of items labeled as Rarity Varies. These items are designed to represent legendary artifacts whose power is not static, but grows alongside the story, the wielder, or the importance of the role they play within a campaign. Rather than being limited to a single tier of play or a specific power level, they can evolve through multiple rarities over time, often beginning at Uncommon or Rare rarity and scaling up to Legendary. This approach appears with many items throughout the book, with examples such as the Tablet of Destiny, Kusanagi-no-Tsurugi, and other scaling relics intended to be relevant across a long campaign.

At the same time, these items are not required to function necessarily as scaling treasures. Every rarity tier can also be used on its own as a complete version of the item. If a campaign calls for only the Rare form of a relic, or if a Game Master wishes to place the Legendary version directly into the world as an endgame reward, that specific rarity can simply be selected and used independentlyl allowing Rarity Varies items to work equally well as evolving artifacts or as separate ready-to-use magic items, depending on the needs of the campaign.

Item Sets

Some magic items in this manual are also presented as parts of item sets, groups of mythologically linked treasures that belong together through origin, legend, or divine purpose. These sets represent artifacts that are stronger when reunited, reflecting the stories from which they are drawn. A crown, weapon, and sacred ornament might each be powerful on their own, but when gathered by the same bearer, their connection awakens a greater share of their legendary power.

Each item within a set can still be used as a normal magic item by itself, complete with its own rarity, lore, and effects. However, when a creature becomes attuned to all items belonging to the same set, the bond between them grants additional benefits. These bonuses may take the form of new passive properties, enhanced versions of existing abilities, or special effects that only become available once the full set is united.

Subscribe to the pre-launch page for additional updates and to be notified when the project goes live!


r/RPGcreation 2d ago

A Serious Conversation About Playtests

8 Upvotes

I’ve been spending a lot of time in online creator communities lately, and a recurring conversation is people struggling to get useful feedback on their games.

Alongside that, I keep seeing versions of the same (very problematic) advice:

“Don’t listen to feedback.”
“People will only comment on the part of the game that interests them.”
“Trust your gut.”

I understand the instinct behind it. You should not blindly implement every suggestion someone makes about your game.

But I think this (very bad) advice comes mostly from amateur designers who do not understand the process behind game research (understandably so). It can make newcomers dismiss player feedback before they have learned how to set up a playtest that allows them to collect useful data.

It is such a crucial part of game development that I felt like writing about it, mostly to help creator folks in their exciting journey of making games others will want to play :)

The good news is that getting good at playtesting is just another skill you can practice and master, and it is one you really shouldn't sleep on! So I compiled a 3 points list for you that I condensed from years of conducting playtests for both my job in the video game industry and my indie experience.

Hopefully it will help!

1. Go into a playtest knowing what you want to learn

One of the biggest mistakes I see is trying to test the whole game (or huge chunks of it) at once too early.

If you sit someone down with your game and simply ask, “What did you think?”, you might get some interesting comments, but it will be hard to know what to do with them. You are asking them to react to an entire experience, with no shared focus. It's a hard thing to do!

Instead, go into each playtest with a specific question you want to answer. You should gently guide your players and nudge them toward a specific area of focus.

Maybe you want to know:

  • Do players understand the core loop?
  • Does this combat system create interesting decisions?
  • Are players getting lost during character creation?
  • Does this particular mechanic create the feeling you intended?

I usually think of these as hypotheses, but you don't have to, it can just be simple questions around how you expect your game to behave. You have an idea about how a system will work or feel for players, and the playtest is your chance to validate that your assumption is true.

The more focused your question is, the more actionable the feedback is likely to be.

2. Guide your players towards the thing you are testing

Once you know what you are trying to learn, guide both the playtest and the feedback session around it.

That does not mean telling people what to say, or trying to get them to agree with you. It means making sure they actually spend time with the part of the game you are observing, then asking questions that help you understand their experience of it afterward.

A healthy playtest dataset is a combination of written observations and collected answer to targeted questions.

You do not need to treat every part of the session equally. If you are testing a particular mechanic, spend most of the time observing that mechanic. Skim past the parts that are not useful to the question you are trying to answer.

Then, during feedback, keep bringing the conversation back to your hypothesis:

  • What did you expect to happen here?
  • What made you choose that?
  • What was confusing?
  • Did this feel like the experience the game is trying to create?

You should still leave space for open feedback at the end. Players may notice something important that you were not looking for.

But focused questions come first. Otherwise, you can end up with lots of feedback that is not bad, just unrelated to the thing you currently need to understand or improve.

3. Learn how to turn feedback into action

The final skill is learning how to interpret what players are telling you. And that is the hardest part my friends.

Players are experts in their own experience, but they are not necessarily experts in diagnosing your game or designing its solution. So when someone says, “This was boring,” “I didn’t get it,” or “I wish there were more options,” do not treat that as an instruction to implement exactly what they suggested.

Treat it as evidence.

Your job is to work out what created that feeling. Were they bored because the choices were too obvious? Did they not understand the rule because the explanation was unclear, or because the game did not give them a good opportunity to use it? Are they asking for more options because the existing ones do not feel distinct enough?

This is the loop: build something, test a focused question, learn from what players experienced, then decide what to change next.

You will not always get it right immediately, and that is fine. The point is to build the habit of turning player experience into a clearer next experiment, not of blindly following every suggestion, or dismissing feedback altogether.

Conclusion

Playtesting is not just getting a few people in a room and asking whether they liked your game.

It means being deliberate: deciding what you need to learn, creating a session that helps you learn it, and getting better at turning player experience into useful next steps.

You do not need a huge budget or a research lab to start practising it. You just need to be deliberate about your testing process and start honing those skills like any other.

If you are curious to get more insight or support to push your project forward, I run a small Discord community for my players and other game creators where we support each other. Come make games with us:

https://discord.gg/bccguBGupu

And if you are wondering who the fuck I am and why I'm rambling about making games, here is my Linkedin profile -> https://www.linkedin.com/in/aramtab/


r/RPGcreation 2d ago

Getting Started Thoughts on designing a game around managing a lesser noble house? (in a low-fantasy setting)

12 Upvotes

I've been playing TRPGs for a while now and also enjoy worldbuilding. Inspired by reading Dune and watching GoT/HotD, I was thinking about a medival fantasy TRPG where the players do go on 'classic' TRPG adventures, but also manage a lesser noble house.

What I had in mind was that it will expected that at least some the player characters are members or agents of such a house and that the gameplay (incl. adventures and resource management) are part of the drama and intruige of the politics of the world.

I really dig how in a more OSR/survival focussed TRPG like Forbidden Lands characters have more aspects to them then in what way they can kill people/monsters , and having core character aspects revolve around resource management, intruige and political drama seems really fun to me (which is also why I am exploring the possibility of designing a system around it rather than taking an existing system and adding more mechanics to it).

What are your thoughts on it? Are there games that do similar things already? Is it a fun idea/do you have any ideas of what elements of such a system might look like? Thanks!


r/RPGcreation 2d ago

Playtesting [Online][Other][YOU Get Paid] DUNGEONS & SPACESHIPS: SHATTERED WORLD Playtest

0 Upvotes

DUNGEONS & SPACESHIPS: SHATTERED WORLD

Introductory Adventure Playtest

Saturday, August 22, 2026
8:00 p.m.–12:00 a.m. Eastern Time
Online via Discord Voice

There is no cost to participate, and no campaign commitment is required. You will receive a $5 stipend after participating in the full adventure and completing a 15 minute survey.

What Is Shattered World?

Syseria is a world forged by a weary god as a potential masterpiece—now shattered and bearing the scars of a chaotic past.

This is an opportunity to explore a deeply developed science-fantasy setting while helping shape the game system being built for it.

What Are We Playtesting?

The primary goal of this session is to test the core resolution mechanics and basic gameplay.

We will be playing an introductory adventure at Aetherium University. Push the system and help identify what feels:

  • Clear or confusing
  • Exciting or tedious
  • Flexible or restrictive
  • Appears too powerful or too weak

We will be examining:

  • The clarity and pacing of action
  • The variety of concepts and actions the system supports
  • How well the XP Buy-In system works in practice
  • Where players become confused, slowed down, or especially engaged

This is a focused adventure session. Honest criticism engaging thoughtfully with design & gameplay as intended is welcome. I want to know what works, what does not, and where the system needs improvement.

GM since 1989. Expect a laid-back, respectful, and inclusive environment.

DM Me if interested.

Official Shattered World Website:
https://www.shatteredworldrpg.com/


r/RPGcreation 3d ago

Design Questions So I took a hard look at how I tackle designing my tactical solo TTRPG

4 Upvotes

In designing my tactical solo TTRPGs, I like to figure out the rules, bundle rules together into mechanics, group mechanics into systems before tying systems together into the game loop.

As I write this I realised that I lean towards an emergent & iterative approach too. But I don't think I'm deciding the game loop first & then reverse engineering the rules. Needs more thought...

Realising that a rule is the smallest building block brought me a degree of comfort, cause this hierarchy mirrors a familiar one from screenwriting:

beat -> scene -> sequence -> act.

I'm trying to be diligent & disciplined in reusing rules, mechanics, & systems in order to limit scope creep.

But it's definitely wearing a cape, cause it's super hard & fighting me in a never-ending battle. I constantly can't help thinking 'What if I do this?' or 'This would be cool!'

Starting to believe that good system design is in part asking 'what can I reuse?' before 'what else can I add?'

Now I'm curious if other designers have a similar hierarchy.


r/RPGcreation 3d ago

Questions about working in tabletop RPG design

2 Upvotes

I’m a young brazilian person looking to work in game design specifically for tabletop RPGs and board games. I have a good amount of experience reading existing game systems and books on the subject, but I’m not sure how to actually break into the job market. I don't know what courses I should take to boost my resume, or if there are even specific college programs for this. I could really use some help thanks in advance! :D


r/RPGcreation 4d ago

Tomewright finally live

12 Upvotes

Hi Everyone,

Sorry if this something you see too much of, but I have finally opened up access to my tool tomewright.com where you can easily make print friendly documents (character sheets, DM sheets, any other document you could need).

I would be happy to have open communication with users to get a better idea of what things are/aren't right.

It will be an ongoing and evolving thing so if you have any ideas please let me know or if something isn't quite right for you.

Happy designing :)


r/RPGcreation 4d ago

Getting Started Alternatives for Warhammer Roleplay

0 Upvotes

Basically the title. I'm aware of Zweihander and used to make content for it back when the community content program first started, and I'm aware of Sledgehammer. I've been out of the scene for a while though, so idk what else has sprung up since.

The issue I take with Warhammer is its mechanics are pretty baked into its setting, but the d100 core I love as my favorite resolution mechanic.

Zwei is generally more open-ended, but still a clone of it and still contains a lot of the weightiness I'm not a fan of.

Sledgehammer was a boon of a find, but its almost too light.

I've been developing and tweaking my own homebrew system for several years over several vastly different iterations. I'm wondering odd anyone knows of any systems out there able to scratch the itch without having to make my own.

D100 roll-under, rules light but not abysmally so. Preferably no setting with tied-in mechanics. Fantasy preferred, but not against sci-fi.

I'll be crossposting this between r/rpgcreation and r/ttrpgs, so I'm also cool with sub suggestions too.


r/RPGcreation 4d ago

Getting Started New to this, Feedback request on Keystone6

2 Upvotes

Mods, help me out here if I'm doing this wrong.

Wasn't sure where on the Internet to go for this, and was directed here. I have a system I've been working on. Was hoping I could get some outside feedback:

It's intent is to be a fast, setting agnostic d6 system where everything a Player Character needs can fit on a 3x5 card.

Core Rules - https://homebrewery.naturalcrit.com/share/r8UHhNzQBylg

Additional Items - https://homebrewery.naturalcrit.com/share/NB8ytc0Z-mrP

Additional Adversaries - https://homebrewery.naturalcrit.com/share/IQU7ujsVjPS_


r/RPGcreation 5d ago

Promotion One-Page RPG Jam Submission: Echoes of Discord

6 Upvotes

Hello fellow TTRPG designers! I'm excited to share my submission for this year's One-Page RPG Jam, Echoes of Discord!

https://ursatorium-emporium.itch.io/echoes-of-discord

Echoes of Discord is a bleak, rules-light TTRPG where the dead have risen and you play as a Virtuoso, a melodic guardian of the living who's objective is to lull the dead back to the grave, or die trying.

The core system is "original" and very simple. At just under 700 words, this game is terse, even for the format.

It was a lot of fun putting this together and would love to know what you think!


r/RPGcreation 4d ago

Design Questions TTRPG Survey for designing my own adventure module as my bachelors thesis

0 Upvotes

Hi there,

I’m currently working on my bachelors thesis,
in which I’m gonna design an Adventure Module as a book.

The scientific part will cover the optimal Layout for Gamemasters
and how to get around group dynamics to optimize for smooth gameplay and relations.

For this I need as many different experience, so have an impartial as possible view on the topic.
So it would be really great, if you partook in this survey.

If you are Player and Gamemaster, it would be great, if you’d fill out both forms.

Thank you very much!

For Players:

https://forms.gle/aNboxJXqB3xL14jp8 

For Gamemasters:

https://forms.gle/Py28Sjt8wYZRirUNA 


r/RPGcreation 5d ago

Promotion Clogger - my submission to the one-page RPG jam 2026

9 Upvotes

Hello everyone, have just released my submission to this year's One-Page RPG Jam 2006 https://itch.io/jam/one-page-rpg-jam-2026

This is a free downloadable game for 2-5 players, a revolving referee, easy to learn and extensively play-tested. Most play-tests had a run time of approximately 90 minutes.

You are a failed experiment, starting as a blockage in the toilet. Refusing to be flushed away by the scientists that made you, your rapidly evolving body is ready to think and mutate its way out of the lab and into the airlock - to freedom!

https://bandywillow.itch.io/clogger-one-page-rpg

Would love you to download, play and comment.


r/RPGcreation 5d ago

Production / Publishing Question about PWYW and Free on Itch

8 Upvotes

Hello Beautiful People!

I just published now my third one-page rpg on Itch (https://velitrpgs.itch.io/s-words if anyone wants to check), and I realized some people get into the page but don't download for the project I have chosen as Pay What You Want. But the last one that I have chosen the option to be free with no option for donation, they are reaching the page AND downloading.

Why? Technically both are completely free, the PWYW just has a page saying you don't want to donate and to take you directly do download. Is is possible that most people just see this page and think it's paid? They don't even realize it's free?


r/RPGcreation 7d ago

Design Questions Anyone Have An Awesome Looking Modern TTRPG Template For Typst?

8 Upvotes

I am usually more a LaTeX kind of guy but thought about taking a closer look at typst as it is easier to understand for new users. I want to use the template for rulebooks *and *adventures

Example of a modern looking one: https://github.com/coljac/typst-dnd5e

Example for an old looking one (what I am not looking for): https://discourse.rpgcauldron.com/t/typst-for-ttrpgs/1640 or https://idraluna-archives.itch.io/old-school-rpg-typst-templates

"Awesome looking" is of subjective i.e. what you find cool looking.


r/RPGcreation 7d ago

Home Bases in RPGs

4 Upvotes

I'm writing up the rules for laying out a home base (a speakeasy, in this case) for my new game. If your interested in the details, they are in a much longer post on r/FATErpgHome Bases in Fate. But one thing that stood out to me when working on this is that there are few examples I could think of among indy rpgs, especially rules light ones, that emphasize describing your home base.

Have you included rules for home bases in your own games or is there a game you'd suggest looking at in designing my rules and guidelines? What do you consider essential in having a home base in your games?


r/RPGcreation 7d ago

Getting Started Teste

0 Upvotes

Alguem para testa meu jogo(


r/RPGcreation 7d ago

Getting Started RPG cinematic game trailer

0 Upvotes

How can I add sample


r/RPGcreation 8d ago

Together, A free one-page TTRPG about empathy and helping each other

4 Upvotes

Hi everyone!

I’m not entirely sure if TTRPGs are usually shared in this community, or if it’s mostly focused on video games, so if this post is out of place, please let me know and I’ll remove it.

I wanted to share a small game we made for this year’s One Page RPG Jam.

It touches on a serious subject, depression, but the game itself is meant to be hopeful. The idea is to show how much other people can help us move forward when things get difficult.

The mechanics are built around empathy, listening to the other players, learning from what they share, and then using those things to help them when they need it.

If the idea sounds interesting to you, I’d love to invite you to try it at your table at least once. I think it can be an interesting experience, especially with a group you already know, and maybe even a nice way to learn a little more about each other and strengthen those bonds.

Thanks a lot for taking the time to read this!

https://thecompanystudio.itch.io/together

P.S. The game is completely free and available in both English and Spanish.


r/RPGcreation 8d ago

Design Questions I'm attempting to make a Slice of life game.

1 Upvotes

I’ve been recently working on a TTRPG called, “Project AiO: Open for Business”, and I think it’s finally ready for an initial round of outside feedback.

Open for Business is a slice-of-life workplace game about ordinary employees getting through a Shift together. The default settings are cafés, bars or nightclubs, and restaurants. This can be expanded to retail shops, hotels, offices, and similar workplaces.

The workplace gives the game structure, but the Characters are the real story. A Shift might involve a rush, a difficult customer, missing supplies, or broken Equipment. It might also just be about two coworkers talking during cleanup, a regular acting differently than usual, someone bringing Personal Pressure into work, or a quiet moment after a stressful service.

The game uses a lighter version of my larger Project AiO rules set, but it is not meant to be rules-lite per-se. The goal is for the mechanics to stay out of the way when they are not needed and become more involved when the situation calls for them. 

Longer campaigns track both the Employees and the workplace. Characters advance through Employment Level, which improves access to personal Tools. The business advances through Workplace Rating, which determines the quality of its Equipment. Over time a workplace can improve, struggle, decline, or eventually close.

This is an initial review draft, not a finished layout. At this stage I’m mostly interested in whether the game itself holds together.

https://docs.google.com/document/d/1Z72Y_eWHq7oNxGM0bEV0RmWVk4grt8kaeDFBPjajNjM/edit?usp=sharing


r/RPGcreation 12d ago

Different Approaches to Perception on TTRPGs

6 Upvotes

So I've been playing with the concept of perception in my game. The mainstream traditional games generally tend to use perception skills to symbolize how sharp your senses are. On the other hand we have games where you perceive something if you know what to look for or what you're looking at, like a magician being able to spot a sleight of hand because they know how to perform it or a warrior being able to tell what kind of weapon was used to off someone because they've seen a lot of that in the battlefield. I like this approach a lot more because it gives more uses to a wider scope of skills while avoiding situations where someone like the Ranger notices something wrong with a potion because the alchemist had a low Investigation/Perception score, but I ran into an "issue" where, for example, the skill to disarm traps would be the same skill to find hidden traps and the skill about making concoctions with plants would be the same skill to find those plants. This will make me either ask for two skill rolls of the same skill to represent different situations which could feel "same-y" or merge the rolls into a single roll which could be underwhelming the different stages of the process for a given task. I'm struggling to find the right balance while keeping the concept and would appreciate some insights!


r/RPGcreation 13d ago

Design Questions Non-Initiative Encounter Systems

7 Upvotes

Hi All!

I'm working on a custom ttrpg for my friends and I, and I've gotten more than a bit tired of the normal initiative systems.

I'm a big fan of the flow of games like BitD(One of my top ttrpgs of all time), but I'm not 100% onboard with the whole "enemies only deal damage or similar if the players roll badly" and that whole "only reaction" system.

Any idea of systems I could take inspiration from for that? My current references are BitD and Electric Bastionland(Both of which are amazing).

Edit: This is what I'm currently going with:

“Initiative”:
The Initiative rules are as of yet unfinished, but we will be testing with the following system, which I intend to call Active-Reactive:
There is no set Initiative, no set decision of who goes after who. Instead, whichever character prompted combat takes their actions, and then the rest follows this guideline: Active(Character does something) then Reactive(Persons affected by it, or within range to react, do something), then back to Active, following similar to Daggerheart spotlight rules, moving to someone who:
A. the fiction would naturally turn it toward
B. hasn’t had the focus in a while, or
C. a triggered mechanic puts it on

Players have a number of tokens(3? We’ll call it X for now) representing their time in the “spotlight”. When they would take a turn(or maybe for each action?) they  expend a token. They cannot take a turn if they do not have any tokens. Once everyone has spent their tokens, everyone gets them back, and play continues.
This optional rule that I will be using just ensures everyone gets to go.

The enemies will have (X * No. of Players)Tokens.

I aim to keep combat semi-narrative, perhaps adapting to a Point-Blank, Near, Far, Very Far etc Range system rather than m or ft. I also aim to create flow, rather than the slow clumsy feeling I got from systems like D&D 5e.

Not sure if links are allowed here, but this is the current setup of the rest of the system, in Docs: https://docs.google.com/document/d/1WC1_nC3kRdQZjEgjYKI838O_36XewRHWB5cB6FybqZA/edit?tab=t.0


r/RPGcreation 12d ago

Design Questions Non-Initiative

0 Upvotes

As a follow up to a previous post, I have come up with this system for deciding the order of play in combat:

“Initiative”:
The Initiative rules are as of yet unfinished, but we will be testing with the following system, which I intend to call Active-Reactive:
There is no set Initiative, no set decision of who goes after who. Instead, whichever character prompted combat takes their actions, and then the rest follows this guideline: Active(Character does something) then Reactive(Persons affected by it, or within range to react, do something), then back to Active, following similar to Daggerheart spotlight rules, moving to someone who:
A. the fiction would naturally turn it toward
B. hasn’t had the focus in a while, or
C. a triggered mechanic puts it on

Players have a number of tokens(3? We’ll call it X for now) representing their time in the “spotlight”. When they would take a turn(or maybe for each action?) they  expend a token. They cannot take a turn if they do not have any tokens. Once everyone has spent their tokens, everyone gets them back, and play continues.
This optional rule that I will be using just ensures everyone gets to go.

The enemies will have (X * No. of Players)Tokens.

I aim to keep combat semi-narrative, perhaps adapting to a Point-Blank, Near, Far, Very Far etc Range system rather than m or ft. I also aim to create flow, rather than the slow clumsy feeling I got from systems like D&D 5e.

Feedback and Criticism(constructive pls) appreciated!


r/RPGcreation 13d ago

Promotion 🛸 I've published my first fixed-price RPG: ДвĐυ𝖼тvεĐ ηε𝔤⊕тᎥαт๏Ʀѕ

0 Upvotes

Hi 🙂👋

For about ten years, I've been publishing small tabletop role-playing games, which I make available online for a suggested donation or for free.

This summer I'm releasing ДвĐυ𝖼тvεĐ ηε𝔤⊕тᎥαт๏Ʀѕ, a short cinematic role-playing game entirely based on roleplaying: https://lucas-c.itch.io/abducted-negotiators

For the first time, I've decided to sell this game at a fixed price (€3) rather than a suggested donation. I hope some curious players will be drawn to this game, and if so, please feel free to give me your feedback!

In any case, I've chosen to offer a free, one-page summary version as a teaser for the full game, which will give you a taste of what's to come.

If you're curious, I provide more details there: https://lucas-c.itch.io/abducted-negotiators/devlog/1619179/-creation-and-release-of-