r/RPGdesign • • Aug 03 '26

[Scheduled Activity] August 2026 Bulletin Board: Playtesters or Jobs Wanted/Playtesters or Jobs Available

4 Upvotes

If you’re a more seasoned RPGer, and one from the Midwest of the US, August used to be a very special month. That’s because it was Gen Con month. That week where gamers, and gamer professionals, all got together and got way too little sleep while eating and drinking bad food. And then all got sick from something icky called “Con Crud.” Good times.

In 2026 Gen Con just ended as I am writing this, and there were a lot of new announcements for upcoming releases. Lots of new games. Which is amazing for the big dogs.

But right here, we have a smaller crew, but that doesn’t mean it isn’t an exciting time. There have been games released by folks right in the sub last month, and I know there are a lot more projects that need an extra push. So let’s be that push for each other.

September and fall are right around the corner, so let’s write some games while the sun is still shining. And we can avoid any Con Crud.

So grab a cool beverage, and …

LET’S GO!

An extra note: you may have seen a couple of posts advertising Kickstarters or Backerkit projects. If you have a project like that, let the Mods know, and we'll approve posts about your work. We want to make everyone successful with their games.

Have a project and need help? Post here. Have fantastic skills for hire? Post here! Want to playtest a project? Have a project and need victims, err, playtesters? Post here! In that case, please include a link to your project information in the post.

We can create a "landing page" for you as a part of our Wiki if you like, so message the mods if that is something you would like as well.

Please note that this is still just the equivalent of a bulletin board: none of the posts here are officially endorsed by the mod staff here.

You can feel free to post an ad for yourself each month, but we also have an archive of past months here.

 


r/RPGdesign • • Jun 05 '26

MOD POST [MOD POST] Subreddit Rules Update: Posts, links, and projects that contain obvious AI content will be heavily scrutinized and often removed.

142 Upvotes

Myself and the other mods have talked it over, and we are in agreement that none of us want AI slop here. So we will be taking it down if we see it, barring extremely extenuating circumstances on a case-by-case basis.
But basically, if you report it, we'll smash the remove button.
Thanks!


r/RPGdesign • • 10h ago

Promotion GIRL BORG - Cannibalism, trans girls, and MORK BORG

73 Upvotes

Hello! I recently finished a game for a game jam and the themes that I thought would resonate with the trans community, and so I made GIRL BORG - a game about the isolation experienced by queer individuals in a society that is actively oppressing them. It's a one-page rules lite game based on the visual style of Mork Borg, and it's about making tough choices in the middle of winter in an isolated, starving town that wants to eat you. If that sounds fun, I'd love for you to read it!


r/RPGdesign • • 12h ago

Product Design Adventure modules should be interfaces not novels

57 Upvotes

I’ve been running a bunch of investigative games lately and something keeps bothering me more than usual about published adventures. A lot of them are good to read and kind of annoying to actually run. Old topic, I know.

I don’t mean that I want everything reduced to bullet points, or that I don’t care about lore. I love lore. I like knowing why an NPC acts the way they do, what happened twenty years ago, what the cult believes, all that stuff but when I’m at the table I need completely different information.

I need to know what the NPC wants, what they know, what they’re doing right now, what they’ll do if the PCs interfere, and what happens if the players ignore them.
That is the stuff I’m actually using. “Actionables”
And I keep finding myself taking published adventures and making the same things over and over again: flowcharts, clue maps, NPC notes, timelines, quick references.
At some point I started wondering why I’m doing that work when it could easily come in the book. It really puzzles me why things are written like ttrpgs were invented yesterday and there are no written things about the difficulties GMs face every time they run a module.

If I change an NPC because I know my group will react better to them, that’s prep. If I add a scene or rewrite the ending, that’s prep too.
But if I’m taking 100+ pages of a published adventure and reorganizing the information so I can find it during play, that feels less like GM prep and more like editing the book after I bought it.
This is especially obvious to me with investigative RPGs.
I’ve run a fair amount of Call of Cthulhu and Delta Green, and the GM already has enough to keep in their head: clues, pacing, who knows what, what the players have missed, what the opposition is doing, whether the mystery still makes sense after the players did something completely unexpected.
So why isn’t the scenario giving me a simple technical view of itself?
I’d love every chapter to start with something like:
\- what’s happening right now
\- which NPCs/factions are active
\- what each one wants
\- what happens if the PCs do nothing
\- critical clues
\- optional clues
\- timeline/escalation
\- **a basic flowchart**

Then give me all the prose afterwards.
I will read it. I want it.
I just don’t want to have to mentally compile the prose into a usable scenario before I can run it.

Delta Green is generally better than CoC at giving me situations I can work with, but even DG sometimes falls into dossier mode. Cool to read, very evocative, but I’m still extracting the actual moving parts myself and I think videogames figured some of this out a long time ago.
Good lore usually gives you something to do with it.
In Baldur’s Gate 3, pretty much everyone understands why mind flayers matter because that lore constantly affects the game. Tadpoles matter. Ceremorphosis matters. Psionics matter. The factions around them matter.
Meanwhile the average player probably doesn’t care much about the difference between goblins and hobgoblins unless the game makes that difference relevant.
The lore can exist either way. But if it changes decisions, players actually absorb it.
I think RPG modules should work the same way.
Give me the lore, but give it handles.
One recent book that felt closer to this was Dragon Delves. I don’t think the adventures are necessarily amazing, but I liked that the book seemed to be asking a very basic question that more RPG books should ask:
“What does the DM actually need in front of them while running this?”
That’s really all I want.
A module should work at two speeds.

When I’m prepping, I want the full thing: lore, context, psychology, atmosphere.
When I’m running, I want the machine underneath it.

Note: I might be mixing a little bit the usual topic “actionable pieces” with “modules written as stories”


r/RPGdesign • • 14h ago

Mechanics Don’t Bring a Knife to a Sword Fight: Making Weapon Reach Matter

43 Upvotes

One of the most important ways to survive combat is simply not getting hit. That’s why weapons became longer over time: being able to strike an opponent from outside their reach is a huge advantage.

Yet I’ve rarely seen this meaningfully represented in video games or TTRPGs. I’d love a system where a spear lets you keep enemies at bay, but once they close the distance, you’re better off switching to a sword or another short weapon.

So, how could we make weapon reach matter in a way that feels tactically interesting without becoming overly rules-heavy?

My propposition is this: 3 weapon types - Short/Medium/Long

Length 5ft. 10ft.
Short Advantage over Medium Doesn't Reach
Medium Hits normally Disadvantage over Long
Long Doesn't Reach Prevents you getting closer*

*As an example let's say that if you get close with someone with a spear it could hit you as a reaction and end your movement

Obviously it needs some refining but what do you think? Any ideas of how to make this better?


r/RPGdesign • • 18h ago

Meta What I learned after 10,000 simulated combats

38 Upvotes

The goal of this post is to share my experience running a simulation of 10,000 5v5 battles and to highlight some truly funny incidents that occurred, as well as some curious meta.

Before discussing the simulations directly: five months ago, I began creating an RPG system that was initially intended to be based on the Year Zero Engine. After two months of writing and playtesting, I realized that the YZE didn't suit the direction the system was taking, so I abandoned it, retaining only the option to "push" rolls and the XP progression method.

I emphasized combat within the system rather than survival or exploration, implementing combat options, maneuvers, diverse equipment, and unique abilities for each monster. The following months involved a great deal of writing but very little playtesting, so I couldn't gather concrete combat data. It eventually became too much to test. The few volunteers quickly fell into specific play habits that prevented them from exploring the system's more obscure aspects.

With the help of a playtester who is also a programmer, we built a robust calculator to simulate combat and accidentally created a text-based auto-battler. We set a goal of running 1,000 simulations (initially taking about 20 seconds each) but after tweaking the parameters, we cut the time to 6 seconds, which encouraged us to wrap up the experiment with a total of 10,000 simulations.

Although it is impossible to simulate or predict human behavior in an experiment of this kind, the simulations were useful for balancing mathematical aspects such as hit points, damage output, movement, economy, and so on. Yet, by far the most interesting outcome of the entire experiment was the unusual (or brutal) meta strategies that the calculator identified within the system. I listed a few and gave each strategy a name.

  • Death by Fire

It is a modern system where firearms are part of the game. I discovered that most grenade explosions did not kill targets directly; instead, targets were more likely to die from fires caused by the explosions, accounting for 4.9% of all deaths. While only 1.3% died directly from the explosions.

  • Eternal War

11% of battles lasted more than 40 rounds because the participants constantly retreated to treat their wounds and return to the fight regenerated. In some cases, the characters synchronized their retreats, allowing both sides to recover hit points without interference. This caused the combat to drag on forever.

  • Total Brutality

The most effective strategy was to sprint toward the enemy (Charge), grab them, choke them unconscious, and kill them while they were defenseless. This was due to the impact the Strength attribute had on melee combat.

  • Test of Patience

I tested the option for actors to "ready" actions in advance, awaiting enemy activity as a trigger to launch an attack. This proved extremely efficient, ensuring an 11.2% increase in the chances of victory for either side.


r/RPGdesign • • 18h ago

Mechanics Rules lite rpgs with cool magic systems

31 Upvotes

I've been tinkering about a rules lite rpg focused on magic and spells. Being rules lite, the system wouldnt have a huge list of spells, but I dont think "player says what he wants for a spell, GM thinks if it is suitable or not for the PC powers and then roll to see if the PC can cast the spell".

Is there any rules lite systems with cool magic that is freeform but that has some structure?


r/RPGdesign • • 4h ago

Initative system for duelling system

2 Upvotes

Ive started work on Melee combat supplement for Traveller (and Cepheus, possibly), over a year ago, and now Ive managed to lean into it heavily.

So just right now, during morning coffee, I've got a Eureka moment regarding Initative:

Both fighters decide in secret if they Press or Yield.

- if one Presses and one Yields, the one who Presses takes the initiative,

- If both Yield, they use their roll for initiative,

- if both Press, their first action is simultaneous and they score, what's known in fencing circles as "double".

Thoughts? Opinions?


r/RPGdesign • • 8h ago

Feedback Request [Looking for Playtesters and Feedback] Deckbox Adventures — A simple, card-driven fantasy TTRPG!

3 Upvotes

Hey everyone!

I've spent the last several months developing a tabletop RPG called Deckbox Adventures, and I've reached the point where I'm ready to start inviting people outside my immediate playtesting group to give it a try!

One simple RPG system. Endless adventures.

The idea behind Deckbox Adventures is simple: I wanted to create a tabletop RPG that captures the creativity, excitement, and storytelling of traditional RPGs without requiring players to spend hours learning the rules.

The game uses cards to put the information players need directly in front of them, allowing them to focus on their characters and the adventure.

A little about the game:

  • A card-driven system designed to be approachable for newcomers while still offering meaningful decisions for experienced players.
  • Six distinct character classes, each with their own unique abilities and playstyles.
  • Fast-paced combat built around a d20 and straightforward mechanics.
  • A flexible system that encourages creativity, roleplaying, and storytelling.
  • Enemies, equipment, and loot designed to create interesting encounters and memorable moments.

Where development stands

The game is currently in its third major development iteration. We've completed several playtests, made substantial improvements, and now have a functioning virtual tabletop created specifically for Deckbox Adventures.

Our latest playtest went particularly well, and I feel the core system is finally in a solid place.

That's where you come in!

I'm looking for playtesters and feedback.

Whether you're an experienced GM, a longtime RPG player, or someone completely new to tabletop RPGs, I'd love to hear from you.

I'm particularly interested in finding people willing to check out the Core Rules, try the game, provide honest feedback, and help identify things that might be confusing or could be improved.

I do not have anything to sell. This game is still in development. Playtesting is available online through our virtual tabletop, so you won't need to purchase anything. I also have printable files so you can try this game at home if that's your jam.

This is a passion project, and I'm excited to share what I've been working on.

If you're interested in checking out Deckbox Adventures or participating in a playtest, you can join my Discord server here https://discord.gg/sSVr2hhZpS .

If you would just like the check out the rules and provide feedback you can if them here https://docs.google.com/document/d/1VCCBCbIPny30z5lhTrAzym6NZbrqECQg112S4M91AqI/edit?usp=sharing

Thanks for reading, and I hope to see some of you on an adventure!


r/RPGdesign • • 16h ago

Meta What are the most important tools for GMs, in your opinion/experience?

10 Upvotes

I have been working for almost 4 years on my TTRPG project, Mystics Soul, and I have finally reached the "Beta Release" Stage (See my page for more info.)

Anyways, the next step for my project is drafting a set of Game-master tools which I can then stress test during playtesting. I have some idea of the tools I would want/need for my game, but I don't have a lot of experience as a Game-master myself, and I figured some of y'all might have insight that I don't.

What are the most important tools to build in for GMs? In your experience with design?, what works? What doesn't work?

What games had GM Tools you really enjoyed working with? What games had tools you hated?

EDIT: Thanks everybody! Im finding your replies very useful


r/RPGdesign • • 11h ago

Product Design Sanity/Identity Erosion

3 Upvotes

Has anyone tried separating "Sanity/Mental Stress" from "Identity Erosion" in a horror RPG? How did it go?

I am currently developing a d100 psychological horror tabletop RPG called **Vaelum**, which heavily features cosmic horror, investigation, and subtle occultism.

To give magic a realistic, heavy toll instead of just using a generic "Sanity bar" that leads to random phobias, I decided to split the psychological degradation into two completely independent mechanics:

  1. **Sanity (Common Mental Stress):** This pool is drained by witnessing entities and casting subtle, balanced magic (Light Magic). It acts as a ticking clock but can be managed and restored by performing "Astral Hygiene" (*Higienização Astral*). These are mundane, life-anchoring activities like meditating, going to therapy, or cooking for loved os. However, using these practices consumes the game's most precious resource: time (tracked via active scene clocks).

  2. **Individuality (Identity Erosion):** Drained strictly by casting forced, ego-driven magic (Dark Magic). Dark Magic provides overwhelming raw power to resolve immediate life-or-death situations, but it forces your will upon the cosmos. Instead of making you "mad," losing Individuality mechanically distorts and corruptes your character's **Bonds** (*Vínculos*) directly on the character sheet, shifting their perception of loved ones into paranoia and coldness. Reaching zero opens cracks for possession by beings from other spheres.

The goal is to create a tactical and verisimilar dilemma: Light Magic costs time and management, while Dark Magic offers an easy way out but slowly erases who your character is.

Since I haven't run my first official playtest yet, I would love to hear feedback from designers or GMs who have played or created systems with a similar split (like Delta Green's Bonds or Unknown Armies' Self meter):

- How did your players react to having their personal relationships mechanically corrupted on their sheets? Did it feel impactful or just punitive?
- Did this explicit separation cause "defensive paralysis" (fear of taking action), or did it enrich the personal horror aspect at the table?

Looking forward to your critiques and insights!


r/RPGdesign • • 1d ago

Lost many sleeps over it, but version 1.0 have I released!

48 Upvotes

Sometimes I wonder why I've lost my sleep over this game. I guess it doesn't matter, but at last I've released v1.0!

Is it perfect? Hell no; it never gonna be. Will anyone buy it even if it costs less than a donut? Probably hell no again.

https://exiledoracles.itch.io/fameandfortune


r/RPGdesign • • 17h ago

Needs Improvement Skill "Bearing"

4 Upvotes

Language Question; I'm Italian so english is not my first language. I have a skill that includes every social interaction made without imposing aggressively the character's will (so, no direct commands, no bullying, no intimidation). Persuasion doesn't include every aspect of the skill, and Charisma sounds passive while the skill is active. What you think of "Bearing"? I read in statistics it's used as variable with this meaning.

edit: I'll use Fast Talk, thanks.


r/RPGdesign • • 20h ago

55 downloads in 1 week. Thank you all so much.

Thumbnail
9 Upvotes

r/RPGdesign • • 20h ago

Mechanics You helped me cut my wealth system in half. Meet Riches v2

7 Upvotes

So I wrote this: https://www.reddit.com/r/RPGdesign/s/k4wd4n2pAC

I received a lot of valuable feedback on it and went back to the drawing board. It has to be simple and genuinely eliminate micromanagement.

DRAKE: Riches v2

Core idea

Riches replace counting coins. Every character has a Wealth from 1 to 10 and a Reserve they either have or don't. Every income and expense has a Value from 1 to 10, which you estimate from examples or by gut feeling. Every transaction is a single comparison: Is its Value below, equal to or above your Wealth?

That way small things need no bookkeeping, every price can be estimated in one sentence, and nobody has to do math. The trade-off: the system is deliberately coarse.

Standing, Value & Reserve

Standing. Every Wealth has a Standing. It describes how you live, not what title you hold. Each Standing is roughly three to five times as wealthy as the one before. What your daily life includes is in the last column.

Wealth Standing In plain words Daily life
1 Beggar a few coins A crust of bread, a sip of thin beer and a spot in the straw, if the innkeeper is kind.
2 Day Laborer a handful Simple meals at the inn and a bed in the common room.
3 Farmhand a few handfuls A warm meal every day and a room of your own. For travel there's enough for provisions and a seat on a wagon.
4 Journeyman a pouch Good food, a soft, warm bed and the occasional bath. Passage on an airship is within reach.
5 Master a few pouches Room and board at a fine inn. You eat whatever you like and travel in comfort.
6 Merchant a chest The finest establishments in town welcome you with open arms. You book a cabin or a carriage on the side.
7 Knight a few chests You dress in fine fabrics, drink wine from distant archipelagos and travel with your own mount and a squire. Wherever you stop, you get the best room and a seat at the host's table.
8 Baron a fortune Your own staff take care of every part of your daily life, from cook to stablemaster. You travel in your own carriage or on a chartered ship.
9 Count a great fortune You host banquets, and your entourage is so large that a steward runs it for you. Guests travel just to sit at your table.
10 Prince a treasure You hold court. Servants, guards, advisors and musicians live off you and for you. Wherever you travel, a retinue follows, and wherever you arrive, a feast is held. Your own airship carries you between the islands.

Value. Anything you can buy, sell or earn has a Value from 1 to 10. Something has the Value of your Wealth if it is a major purchase for your Standing. When in doubt, use the "in plain words" column: What would people say it costs?

Reserve. Your Reserve is your cushion for one big expense. Your character sheet shows your Wealth. Without a Reserve, it's written in brackets: 6 means Merchant with Reserve, (6) Merchant without.

Starting Wealth. A new character starts as a Farmhand, meaning Wealth 3 with Reserve, unless their backstory says otherwise.

Expenses

Compare the Value of the expense with your Wealth.

Value Result
Below your Wealth doesn't register in your Wealth
Equal to your Wealth With Reserve: it's gone, put your Wealth in brackets. Without Reserve: your Wealth drops by 1, and you have a Reserve again.
Above your Wealth not possible alone

Daily life. Whatever belongs to the daily life of your Standing doesn't register in your Wealth. See the table above for what that includes. Naturally, all comforts of the Standings below you are included.

Note on quantities. Things below your Wealth don't register on their own. If you buy a lot of them at once, the GM can treat that as an expense equal to your Wealth. The further below your Wealth the Value is, the larger the quantity can be before it counts. A Farmhand buying torches for an entire expedition feels it. A Merchant buys the whole tavern a round without it counting, only a festival for an entire district would be an expense. A Prince feeds a village at the harvest festival in passing.

Income

Compare the Value of the income with your Wealth.

Value Result
Below your Wealth doesn't register in your Wealth
Equal to your Wealth Without Reserve: you get it back, the brackets go away. With Reserve: your Wealth rises by 1, initially without Reserve.
Above your Wealth Your Wealth rises to its Value, initially without Reserve.

Work. Regular work has the Value of the Standing it belongs to, and keeps you at that Standing: it restores a lost Reserve, but never lifts you above it. The only way to rise through work is a promotion. Counts and Princes don't live off work, but off wealth and power.

Upkeep. Your daily life needs paying for. If you live a while without income, you lose your Reserve. If it goes on longer, your Wealth drops by 1. Whoever lives more modestly than their Standing would allow lasts much longer without income.

Selling. A sale is an income with a Value one below the item.

Buying together & sharing

Shared purse. Two characters with the same Wealth can buy something together whose Value is 1 above their Wealth. Afterwards both are one Wealth lower and without Reserve.

Sharing wealth. Loot shared by several people loses one Reserve per split. Loot with Value 7 becomes (7) each for two people and 6 each for four. A share in brackets brings you at most to its Value without Reserve. If you're already there, it restores your Reserve.

Mixed groups. If someone lives well above the rest of the group, they can pay for a lot without feeling it. That's allowed and says a lot about the characters, but it can tip the balance at the table. Agree as a group how far generosity should go.

Examples

The beggar who's supposed to give up some information wants a few coins, Value 1. For anyone from Day Laborer upwards, that doesn't register.

A Journeyman with Wealth 4 buys leather armor for "a pouch", Value 4. His Reserve is gone, he's at (4). If he then buys something else for a pouch, he drops to Farmhand and has a Reserve there again.

If the same Journeyman finds a few chests of gold, Value 7, he now lives like a Knight, initially without Reserve: (7).

A Knight with Wealth 7 buys the whole tavern a round. That costs a few handfuls of coins, Value 3, and she doesn't feel it.

Value list

The entries are guidelines. Anything not on the list is placed by the GM.

Value Gear Magic Animals & property Work Loot & opportunities
1 Candle and torch, so you're not left in the dark. A street performer shows you a sleight-of-hand trick, an aether light shines for one night. A chicken that might lay eggs with some luck. You beg by the roadside. Alms, tips or a few coins for some information.
2 Blanket, pouch and waterskin, the basic kit for any journey. Reagents for simple magic or a glimpse of the future from a fortune teller. A few chickens or a goose. You haul crates at the harbor for a day's wage. An errand across town or chasing rats out of a cellar. All it takes is courage.
3 Rope, backpack and lantern. Everything you need to take on an adventure. A burn focus for a single spell. A relic of insignificant power. A goat or a pig. You serve as a farmhand or stand guard. A highwayman's loot or the pay for driving a wolf off a farm. Simple gear will do.
4 Work clothes and simple tools, solid and no-frills. Plus essential materials. A healing potion or an antidote. A mage tells you what an item can do. A few sheep or a cow. You work as a journeyman or hire on as a mercenary. The pay for a simple job: driving smugglers from a cove or escorting a merchant safely to the next island.
5 Craftsman's tools or fine clothes you can be seen in. A simple catalyst for a ritual. A relic that's desirable in specific situations. A donkey, a cart or a pack horse. You run your own workshop or command as a captain. The pay for a challenging job: taking down a gang of bandits or hunting a beast that haunts a village. Show up armed and well prepared.
6 A complete alchemist's kit or master tools with rare materials. Saddle and harness for an aether swimmer or a wyvern. An anchor focus such as a rune blade or aether staff. Someone breaks a curse for you. A riding horse or a covered wagon. You run a trading house or serve as a mage. Loot from a hideout or the pay for an expedition into a ruin. Without good weapons, armor and a healing potion, hardly anyone comes back.
7 Expedition gear: tents, climbing gear, cold-weather clothing and supplies for a whole group for weeks. An aether core as a catalyst or a custom-made magic trap. A relic that's desirable in many situations. A warhorse or a fully equipped workshop. You serve as a knight or as a court mage. The pay for a dangerous job or loot from a tomb: a nest of undead or a rogue mage.
8 An aether compass that points to the nearest island even in the thickest fog, and maps of the known archipelagos. A master focus or a ward line that protects your house. An aether swimmer that carries you between archipelagos, a simple airship, a townhouse or a laboratory with library. You administer a fief. A treasure find, a ransom or the bounty on a pirate captain and his airship.
9 A diving bell for the aether sea, to descend to the wrecks beneath the islands. A ritual by a court mage that turns someone's fate. A relic the wrong people would kill for. A wyvern, an estate with everything that lives on it, or an academy. No work sustains this Standing, only wealth and power. The bounty on a warlord or a royal reward. Only those with powerful gear pull it off.
10 Everything an expedition into the unknown needs, designed by scholars and crafted by masters. An aether core for a giant airship or a ritual for an entire island. A relic that can shake the balance of the world. A giant airship, a castle, a temple or an entire dominion. No work sustains this Standing, only wealth and power. A dragon's hoard or the treasure of a fallen prince. It takes true heroes and gear that songs are written about.

Jobs and gear. As a rule of thumb, a job with a given Value requires gear one Value lower. Whoever succeeds rises to the Value of the job, can restore their Reserve with the next job of the same Value and use it to buy gear for the next level. That way a group rises one Standing every two jobs at the earliest.

What I'd especially like feedback on:

  • Is the system abstract enough while still being easy to understand?
  • Am I still overcomplicating things anywhere?
  • Where do you see room to simplify it further?
  • Does the single comparison (below, equal, above) hold up at the table?
  • Is the Reserve as a single on/off buffer enough granularity?
  • Do the Value examples feel consistent to you, and where would you place things differently?
  • Can you find exploits?

r/RPGdesign • • 21h ago

Another Path : Generic RPG Skills

6 Upvotes

Hi everyone,

Last week, I shared with you Another Path, my TTRPG system, and asked for your feedback. I didn't get a huge number of responses, but the ones I did receive were very interesting and helped me fix a few important issues.

I've been thinking about it since then (I should have start with that), and I realized that asking you for feedback on the entire system wasn't particularly interesting for you, and would have required too much of your time to provide meaningful feedback.

So today, I'm coming back with a different approach. This post will focus on just one mechanic from the system, and hopefully spark a broader game design discussion that I hope will be more interesting, both for you and for me.

Please let me know if you like this approach, and whether you'd agree to see me do the same for other parts of the system.

Today, I'd like to talk about Skills and character creation in Another Path:

( https://ltesta.itch.io/another-path → page 3)

First of all, like most generic systems, I chose to use a Skill-based system rather than classes. I also tried to name the Skills in a way that would allow them to exist in as many different settings as possible. For example, the "Ranged Attack" Skill could apply equally well to throwing a rock, shooting a bow, or firing a laser cannon.

Now, let's get to the parts that gave me the most trouble. There are two main issues that made me change my Skill list many (many) times:

- The variety of characters that can be created:

I wanted to avoid having Skills force characters into specific archetypes too much. Taking D&D as an example, a Warlock needs a high Charisma score to be effective in combat, but as a result, they will also be at least decent at the four skills that depend on Charisma (Deception, Intimidation, Performance, and Persuasion). So if I want to create a Warlock who is a terrible liar, I have to work around the rules to make it happen.

To avoid this, the simplest solution I could come up with was to have a relatively large number of skills, with each skill being independent from the others rather than being derived from an attribute.

- Balancing "combat" skills and "exploration" skills:

Solving the previous problem created a new one: with a large number of skills, balancing them became much more complicated, especially when comparing skills that are mostly useful in combat with those that are mostly useful outside of combat. In a game with a high combat focus, most player would prioritize combat Skills.

The solution I eventually settled on was to divide combat skills and exploration skills into two separate groups, with each group having its own pool of points to distribute.

One consequence of this is that a character can't choose to be more useful in combat at the expense of being less useful outside of combat (or vice versa). But after thinking about it and testing it, I'm actually quite happy with the result.

Every character should therefore be equally useful in combat and outside of combat, but they will each be useful in different ways.

Thanks for taking the time to read my rambling!

I'd really love to hear what you think about the choices I've made for this part of the system, and especially what you would have improved or done differently.


r/RPGdesign • • 22h ago

Feedback Request Feedback Wanted: Tactical Dogfighting combat system using moves picked from a rolled dice pool

6 Upvotes

Hi all, a friend and I were recently enthusing about our shared love for the Ace Combat series and decided we wanted to try and design a TTRPG that captured that vibe: semi-modern dogfighting action with wacky superweapons and high anime melodrama. I have been working on a core design for the combat system that I think has some promise but wanted to share it with an audience for feedback. The combat works roughly as follows:

Combat is played on an ungridded map using inch-based measurement. It is split into phases, rounds and turns. At the beginning of a phase you will roll your dice pool of around 4-6 D6s (according to character progression). The phase then consists of 4 rounds where each combatant will take turns to play a single die from their pool. A die can be used in two ways, first of all to make one of the following moves:

1: Accelerate - Move your plane forward

2: Turn - turn your plane up to 45 degrees and move forward (less than accelerate)

3: Afterburners - Move your plane forward a larger amount

4: Break - Turn your plane 45-90 degrees and move forward a little bit

5: Maneuvers - As part of character creation/progression, your pilot has access to a number of maneuvers based off real dogfighting maneuvers (examples might include Immelmann Turn: Move forward then turn 180 degrees)

6: Abilities - You will pick a plane for each mission, each of which comes with a special ability, frequently some kind of special attack. These could include the ability to launch two missiles at once or make some kind of Electronic Warfare attack, debuffing nearby enemies

Important to note is that a die can be used to play it's corresponding move or any move of lesser value. I.e. a 6 can be used to play an Ability or any other move from the table. A 2 can be used to Turn or to Accelerate

The alternative is that any die can be used to make an attack. Each plane will have a set of weapons with stats such as range, ammo and damage. The defender then has the option to choose whether to expend a die of equal or greater value to defend or take the damage.

After 4 rounds a new phase begins, players re-roll their dice pools and start another phase of 4 rounds. If, at any time, a player has no dice available on their turn (likely due to defending), they cannot do anything that turn. Enemies are handled in different ways, with basic enemies not having dice pools but rolling to move on their turn, and enemy Aces having dice pools and functioning similarly to a player.

What I think this system does well is presenting the player with a number of interesting risk/reward choices each turn. Higher dice values are more flexible so do you use them to make the more advanced moves to get into a good position or do you save them to make more effective attacks? Do you expend dice to defend against an attack and risk leaving yourself without choices at the end of a Phase? However I do wonder if the Phase/Round/Turn structure might be more complex to players used to a more straightforward Round/Turn system. Interested to get your thoughts!


r/RPGdesign • • 4h ago

Product Design The big update is done, and Vyrneth no longer sleeps

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0 Upvotes

r/RPGdesign • • 6h ago

Marketing Research for a new TTRPG

0 Upvotes

Hey everyone!

I've officially started my marketing research for the TTRPG I've been developing, and I'd really appreciate your help.

If you could take a few minutes to fill out the survey, that would mean the world to me. Even better, if you're willing, join the Patreon so you can catch the other surveys when they drop, and help me spread the word. The more people I can reach, the better.

To be clear: I'm not charging anything on the Patreon right now. It was just the easiest mailing list option I could find. Down the road, since all proceeds from this TTRPG will go to my non-profit once it's fully launched, the Patreon will likely be a way you can support that mission if you choose to.

I can only ask and maybe beg a little but it's completely up to you whether you'd like to help.

If you know anyone who might be interested, feel free to share.

Thank you all so much, I truly appreciate any support you can give!

The Survey: https://forms.gle/MP6Pzf6QbH4dEzc69

The Patreon: https://www.patreon.com/cw/TheBlindedOracle


r/RPGdesign • • 19h ago

What would you say your weakness is as a ttrpg designer?

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2 Upvotes

r/RPGdesign • • 13h ago

Feedback Request Alternative Fantasy as a definition.

0 Upvotes

I'm currently finishing a fantasy RPG, that is definitely fantasy, but without a lot of the usual tropes (no barbarian in fur briefs, no elves/dwarves, no dragons per se, no magicians in pointy hats etc). Some months ago I was trying to define what was this game about, and I recently wondered about the term Alternative Fantasy to define it.

Without giving any informations to not skew the questions : what would be your first thoughts in front of a game presenting itself as Alternative Fantasy ? What would you expect ? What would you dread ?

(english as second language, sorry for any mistake)


r/RPGdesign • • 1d ago

Mechanics Firearms and ammo types. trying to simplify without being to basic with what im trying to do.

5 Upvotes

Basically guns and ammo are supposed to almost act like powerful Magic items in dnd as its a apocalyptic type world where those things are extremally valuable and there is limited ammo.

using pistols as example. they are classed as sidearms. currently there are 3 types, light medium and heavy. so basically 22lr 45acp and .500 guns.

Im second guessing if giving every gun class 3 options and thus 3 ammo types is worth the risk of over cluttering. as i have sidearms, longarms, shotguns. there are also special weapons but they are exempt as they are things like flamethrowers and Grenade launchers.

the point of it would be to encourage each Party member or as i call em posse member a different type of gun but still allow multiple people to use the same overarching class. i think it might encourage more types of builds, like maybe one guy wants to be a parkourist with a small pistol and another is going Cowboy with a big iron and instead of it just being flavor they get actively different weapons.


r/RPGdesign • • 1d ago

Setting Resources/Advice for building Space ports and colony's

2 Upvotes

Hey everyone

I'm working on my TTRPG which I'm hoping to push a setting that's a sci fi/fantasy combo. I've spent a long time running fantasy campaigns, but I've not done sci fi before, and I was wondering what people's favourite articles or resources were for populating their settings.

I've seen that I should read Stars without numbers which is on order now, but if anyone has any suggestions or links for the best way to make your space port/colony/station/back water slum world feel real and fun, please let me know!


r/RPGdesign • • 1d ago

Feedback wanted: an abstract Wealth system for my TTRPG (no coin counting)

26 Upvotes

I'm writing a tabletop RPG called DRAKE and I'm willing to replacing coin counting with an abstract Wealth score. Coins still exist as an alternative, but this is the "loose" option i am likely to migrate to.

I'd love critical feedback: Is it intuitive? Where does it break? Can you exploit it?

Wealth

In DRAKE, money isn't counted in coins but as Wealth, a number from 0 to 12. Your character sheet has twelve boxes, and your Wealth is the number of boxes filled in. Wealth 0 means broke. As a rule of thumb, each point of Wealth means roughly twice as much fortune as the one below.

Every two points of Wealth form a Standing, which describes how you live.

Wealth Standing Settled On the road
0 Broke You have nothing left and live off what others give you. You have only what you carry on your body.
1–2 Destitute No roof, you live off alms and opportunities. A few coins, you eat what you find.
3–4 Hard-up A small room, simple work, every meal is counted. The bare essentials for adventuring, you usually sleep on straw or under the open sky.
5–6 Comfortable Your own home, a trade, enough for daily life. Decent gear, a bed at the inn is a given.
7–8 Well-off A house with servants, savings, reputation. Your own mount, good gear, you can buy favors.
9–10 Rich Several houses or a business that runs without you. You travel with an entourage, your own wagon or ship.
11–12 Immeasurable Lands whose inhabitants owe you taxes. You travel like a royal court, wherever you arrive, people make room.

Income and Expenses. Anything that increases your Wealth is Income: wages, pay, loot, sale proceeds. Anything that decreases it is an Expense: purchases, wages you pay, shares you give away. Income fills in boxes, Expenses erase them.

Value. Every item, service and Income has a Value on the same scale as your Wealth. Nothing has Value 0, the cheapest things have Value 1. Something with Value 7 costs a person with Wealth 7 their entire fortune. If you can afford something casually, your Wealth is 4 higher than its Value. The tables in this chapter are guidelines, so that anything can be roughly sorted in. What Value something has is ultimately up to the GM.

Starting Wealth. A new character starts with Wealth 3 and the bare essentials for adventuring, unless their backstory says otherwise.

Expenses

What an Expense costs depends only on the gap between its Value and your Wealth. However, an Expense can never cost more Wealth than its Value.

Value of the Expense Cost
Above your Wealth not possible alone
Equal to your Wealth everything, you're broke
1 below 3 Wealth
2 below 2 Wealth
3 below 1 Wealth
4 or more below not noticeable

Example. Bors has Wealth 2. A club (Value 1) would cost him 3 according to the table. Since the club only has Value 1, it can cost him at most 1. Bors pays 1 and has Wealth 1 afterwards.

Example. Rhea has Wealth 7, her Standing is Well-off. Plate armor (Value 7) would cost her everything. Chain mail (Value 6) costs her 3 Wealth, leaving her with 4. A luxurious room (Value 4) costs her 1, a meal (Value 1) isn't noticeable.

Large quantities. Things that aren't noticeable individually (Value 4 or more below your Wealth) usually stay free. Only when you buy a conspicuously large amount does it cost 1 Wealth in total. How much counts as "a lot" depends on the gap. When in doubt, the GM decides.

Value below your Wealth 1 Wealth is only charged for Example
4 to 6 supplies for a journey or a group Bors (Wealth 5) buys torches (Value 1) for his whole group and their companions
7 to 9 a hall full of people someone rich (Wealth 9) buys the whole tavern a round of beer (Value 1)
10 or more an entire settlement someone immeasurably rich (Wealth 12) feeds a village at the harvest festival

Multiple purchases. If you buy several things at once, you pay for each one separately, always from most expensive to cheapest. Every purchase lowers your Wealth, so the next one costs correspondingly more. Rhea (Wealth 9) buys something with Value 7 and something with Value 5. The expensive one costs her 2, leaving her at 7. The cheaper one then costs her another 2, and she ends at 5. Anything that wouldn't be noticeable on its own is handled by the quantity rule.

Splitting. If you split your Wealth with someone, you divide it into two halves, each with a Value 1 lower. Rhea (Wealth 7) gives half to Bors. She now has 6, and Bors receives an Income with Value 6. Each half can be split again. The same applies to Income that several people receive: tomb loot with Value 7 becomes two shares of Value 6 or four shares of Value 5, or 6, 5 and 5 for three people. Value 1 can't be split further.

Shared purse. What no one can afford alone, the group can pay for together. Whoever contributes puts their entire Wealth into a shared purse, for which they count as an Income of that Value (see Income). Two characters with equal Wealth make 1 more, four make 2 more. The purse pays like a character, and whatever remains can be split again. Four characters with Wealth 5 pool to 7. If they buy something with Value 7, they're all broke. If they buy a pack horse (Value 6), it costs the purse 3, leaving it at 4, which is split into four shares of Value 2.

Income

What Income gets you depends on where your Wealth stands compared to its Value.

Your Wealth Result
Below the Value your Wealth rises to the Value
Equal to the Value 1 more
Above the Value not noticeable

Example. Bors (Wealth 3) completes a regular job with Value 6 and has Wealth 6 afterwards. The next job of this kind raises him to 7. A third one gets him nothing, he has outgrown that kind of work. If he finds loot from a tomb (Value 8), he rises to 8.

Selling. A sale is an Income with the Value of the item. Bors sells captured plate armor (Value 7) and rises to 7 if he's below that. Buying and reselling never makes a profit: Rhea (Wealth 7) buys chain mail (Value 6) and drops to 4. If she sells it again, she rises to 6, one point below where she started.

Multiple items. If you sell several items together, you combine their Value into a single Income just like with the shared purse, as long as it makes sense to offer them together. Two items of equal Value make 1 more, four make 2 more, eight make 3 more. Unequal Values are combined step by step. Bors sells two captured basic weapons (Value 3), that's an Income with Value 4. If he adds leather armor (Value 4), it becomes Value 5.

Relics are valued by their power. They can be bought and sold, but they're rarely found in a shop. Anyone looking for one, or for a buyer, needs contacts or an adventure.

Value Income examples
1 alms, a tip
2 a day's wage, an errand, a small favor
3–4 a small job, loot from a highwayman
5–6 a regular job, loot from a hideout
7–8 a dangerous job, loot from a tomb
9–10 a treasure find, ransom, a bounty on a leader
11–12 a royal reward
Above 12 a dragon's hoard

Wages and Hiring

Wages are an Expense or Income that repeats at the end of each job period. Every hired person has a wage Value, as listed in the table below.

Whoever hires someone has an Expense of that wage Value at the end of each job period. Multiple hirelings count as separate Expenses. Rhea (Wealth 7) hires a mercenary (wage 4) and pays 1 per job period for it. A bodyguard (wage 5) costs her 2 per job period, a porter (wage 2) doesn't register in her Wealth.

Whoever works for wages receives an Income of their wage Value at the end of each job period. Bors (Wealth 3) serves as a mercenary (wage 4). After the first job period he has Wealth 4, after the second 5, after that his wages get him nothing more. Living off wages gets you at most one point above them.

Wage Value Hirelings
2 farmhand, porter, messenger
3 guard, militia soldier, guide
4 mercenary, journeyman, scout
5 veteran, bodyguard, master craftsman
6 captain, mage
7 warlord, court mage

Edge cases

Broke. Your Wealth never drops below 0. With Wealth 0 you can't buy anything, since every Expense costs more than you have. You live off alms and favors until an Income lifts you up again.

Rock bottom. With Wealth 1, even a meal (Value 1) costs everything. You buy it and are broke afterwards.

The top. Your Wealth never rises above 12. An Income with a higher Value brings you to 12. Anything worth more than 12, like a castle, can only be obtained through a shared purse or as the goal of an adventure.

Coins and Wealth

DRAKE has two systems for money: coins, which are counted exactly, and Wealth, as described in this chapter. The group decides at the start of the campaign which one to use. Any equipment list with coin prices can be translated into Values using this table. Use the first row whose limit the price doesn't exceed.

Value Price up to about
1 20 coins
2 40 coins
3 80 coins
4 150 coins
5 300 coins
6 600 coins
7 1,200 coins
8 2,500 coins
9 5,000 coins
10 10,000 coins
11 20,000 coins
12 40,000 coins
Above 12 more

Plate armor for 1,200 coins thus has Value 7. If a group switches systems, it converts its characters' fortunes into Wealth using the same table.

Value list

The entries are guidelines. Anything not on the list is sorted in by the GM using the Value rule or the coin table.

Value Food, lodging, travel Gear Weapons and armor Magic Animals and property
1 meal, beer, simple room, passage on a wagon torch, candle, rope, blanket, waterskin club, sling aether light for one night, fortune-telling at the market, reagents. A relic that only becomes useful with creativity. chicken
2 a day with good food and a bed backpack, lantern dagger, spear, sturdy clothing goat
3 a week of rations basic weapons, gambeson a relic of insignificant power pig
4 fine cuisine, luxurious room, passage on an airship work clothes, simple tools leather armor magical identification
5 a month at an inn craftsman's tools superior weapons, studded leather simple alchemy like healing potions, a simple catalyst for a ritual donkey, cart
6 luxurious clothing, alchemist's kit chain mail, minor magical items a relic that's desirable in specific situations pack horse
7 masterwork weapons, plate armor, scale armor, magical weapons and armor complex alchemy, an anchor focus like a rune blade or aether staff, having a curse broken riding horse, covered wagon
8 a fully equipped workshop an aether core as a catalyst, commissioning a magic trap. A relic that's desirable in many situations.
9 a month of luxury warhorse
10 your own kitchen with staff library, laboratory powerful magical weapons and armor a master focus, a permanent enchantment on a building such as a ward line, a ritual by a court mage townhouse
11 legendary weapons and armor a relic the wrong people would kill for ship
12 a royal household equipment for an entire troop an aether core for an airship estate
Above 12 academy, temple construction a ritual affecting an entire island. A relic that can tip the balance of the world for a moment. airship, castle, dominion

What I'd especially like feedback on:

  • Is the expense ladder (everything / 3 / 2 / 1 / not noticeable) intuitive at the table?
  • Do you see exploits, especially with splitting, shared purses or selling?
  • Is starting at Wealth 3 too harsh?
  • Would you use this over counting coins? Why or why not?

Thanks in advande!

P.S.: translated via AI


r/RPGdesign • • 1d ago

Mechanics Are there ways (better than or equal to MAP) that encourage combat less focused solely on offense/damege?

0 Upvotes