When you’re playing a ttrpg how prescriptive do you want the rules to be?
Do you want rules that leave little room for interpretation? Do you want strange interactions to be addressed directly? Or prefer to leave lots of room for GM interpretation?
When you’re playing a ttrpg how prescriptive do you want the rules to be?
Do you want rules that leave little room for interpretation? Do you want strange interactions to be addressed directly? Or prefer to leave lots of room for GM interpretation?
When you play a Tabletop Role-playing Game, like Sprouting Tales, you are having a conversation. You are listening intently to the story other people are creating and contributing your thoughts to the shared fiction.
Participants build on others' contributions and share in an experience with the ultimate goal of entertainment. Therefore, each participant serves as a steward of the other participants’ fun. This responsibility begins and ends with respect and communication.
Hi all, going to try and share some development of my card-based tabletop roleplaying game via posts on the forum!
Today’s post is about the initiative system (a.k.a. Tempo System).
When this card is on top of the Core deck, the Guide may change the top card of the Tempo Deck. Then the Guide activates the top card of the Tempo Deck.
These activated card effects are listed below.
The Tempo Deck is a pile of nine face-up cards. Eight cards are units of time. The ninth card defines the Tempo Deck and serves as a reference to players.
The top card of the Tempo Deck shows what units of time matter to the current scene.
For example if the top card is “Days” then the story cares about what characters do each day, but the individual hours, minutes, and moments of those days are not particularly important to the story.
Each character has a unique time token in the core deck. When their token is on top of the deck the character may act.
A character’s actions define how far “buried” they move in the core deck. Players can strategize by choosing certain actions that take more or less time.
Character actions can be informed by the top of the Tempo Deck. For example, a character may act to integrate into a community more easily over the course of a few seasons, but that might be impossible (or very difficult) for the character to do in a few moments.
@TheFool everyone starts somewhere! You’ll find your voice!
Oooh that sounds pretty cool! You should make a separate topic about the damnation mechanics sometime!
As a player, I'm trying to play in a more collaborative way with the rest of the players.
Have you thought at all about how this crossed over this into your development too?
Seems like you’re trying to move to more lore first development so that definitely helps with getting people more “cool” moments!
@StraussBelial That makes a lot of sense! So sounds like the theme and design make it a little less focused on the nitty gritty of things?
Free League has expanded its open game licenses! Might be an opportunity for developers!