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  4. What are you trying to improve your tabletop roleplaying games?

What are you trying to improve your tabletop roleplaying games?

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ttrpgdevplayersgamemastersimprovement
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  • sabrinateenlichS Offline
    sabrinateenlichS Offline
    sabrinateenlich
    wrote on last edited by
    #1

    What are you doing differently as a player?

    What are you doing differently as a game master?

    What are you doing differently as a developer?

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    • StraussBelialS Offline
      StraussBelialS Offline
      StraussBelial
      wrote on last edited by
      #2

      As a player, I'm trying to play in a more collaborative way with the rest of the players. Not just trying to make a credible character or make the most of the character sheet, but also trying to do stuff that helps other players accomplish more things—whether that's more damage in combat, more fun situations in social encounters, and so on.

      As a Game Master I'm trying to make the game system integrate more naturally into the narrative, to make it bother as little as possible or feel more natural. And I'm also trying to avoid explicitly giving options to the players, instead preferring to make the options evident to them (avoid saying things like "Ok, you want to do that? Then you have these two ways of doing it", for example).

      And as a developer, I'm trying to include more flavor or lore of the game into the game rules so those feel more "necessary," or to make the rules help the game style represent its lore.

      sabrinateenlichS 1 Reply Last reply
      🙂
      1
      • StraussBelialS StraussBelial

        As a player, I'm trying to play in a more collaborative way with the rest of the players. Not just trying to make a credible character or make the most of the character sheet, but also trying to do stuff that helps other players accomplish more things—whether that's more damage in combat, more fun situations in social encounters, and so on.

        As a Game Master I'm trying to make the game system integrate more naturally into the narrative, to make it bother as little as possible or feel more natural. And I'm also trying to avoid explicitly giving options to the players, instead preferring to make the options evident to them (avoid saying things like "Ok, you want to do that? Then you have these two ways of doing it", for example).

        And as a developer, I'm trying to include more flavor or lore of the game into the game rules so those feel more "necessary," or to make the rules help the game style represent its lore.

        sabrinateenlichS Offline
        sabrinateenlichS Offline
        sabrinateenlich
        wrote on last edited by
        #3

        @StraussBelial said:

        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!

        StraussBelialS 1 Reply Last reply
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        • sabrinateenlichS sabrinateenlich

          @StraussBelial said:

          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!

          StraussBelialS Offline
          StraussBelialS Offline
          StraussBelial
          wrote on last edited by
          #4

          @sabrinateenlich that's very true actually. For example, in the game I'm developing, players share a resource called Damnation. Whenever they want, they can increase that number to perform re-rolls. However, if any of them get a critical success, the GM must roll using the accumulated Damnation as the attribute to determine how harshly destiny collects its due. And that has led to some very tense and fun moments, when other players say to the one deciding whether to re-roll or not: "Yeah! Go ahead! Condemn us!" (in a delightfully ambiguous, positive-yet-negative way 😵 😊 )

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          • sabrinateenlichS Offline
            sabrinateenlichS Offline
            sabrinateenlich
            wrote on last edited by
            #5

            Oooh that sounds pretty cool! You should make a separate topic about the damnation mechanics sometime!

            StraussBelialS 1 Reply Last reply
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            • sabrinateenlichS sabrinateenlich

              Oooh that sounds pretty cool! You should make a separate topic about the damnation mechanics sometime!

              StraussBelialS Offline
              StraussBelialS Offline
              StraussBelial
              wrote on last edited by
              #6

              @sabrinateenlich actually as soon as we make a playtest or quickstart I'd probably post it here in the forum to share 😄

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              ♥
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              • T Offline
                T Offline
                TheFool
                wrote on last edited by
                #7

                As I have said before, I am pretty new to GMing, so I'm still in the learn how to do it phase, not the how to improve phase.

                I am far away from being in a place where developing a game or mechanic is a real possibility for me, though I have written a few short adventures/modules for the systems I run. All pretty basic, but I figure if I am going to make it I may as well make it so it works/looks like all of the other modules I have seen.

                As for being a player, though this sounds pretty basic, I am working on better roleplaying. I am personally very private and introverted, so the idea of being the center of attention and being a bit of a fool is very intimidating to me, regardless of any username that I might be known as. But I am making a genuine attempt step more out of my box when playing. It seems like it would come naturally to anyone interested in TTRPGs but that is far from the truth for me. This obviously also ties into GMing, as you roleplay everything in the world not controlled by players. It pushes me in that direction, that is the main reason I really wanted to try DMing, so that it would force me to actually interact more.

                sabrinateenlichS 1 Reply Last reply
                1
                • T TheFool

                  As I have said before, I am pretty new to GMing, so I'm still in the learn how to do it phase, not the how to improve phase.

                  I am far away from being in a place where developing a game or mechanic is a real possibility for me, though I have written a few short adventures/modules for the systems I run. All pretty basic, but I figure if I am going to make it I may as well make it so it works/looks like all of the other modules I have seen.

                  As for being a player, though this sounds pretty basic, I am working on better roleplaying. I am personally very private and introverted, so the idea of being the center of attention and being a bit of a fool is very intimidating to me, regardless of any username that I might be known as. But I am making a genuine attempt step more out of my box when playing. It seems like it would come naturally to anyone interested in TTRPGs but that is far from the truth for me. This obviously also ties into GMing, as you roleplay everything in the world not controlled by players. It pushes me in that direction, that is the main reason I really wanted to try DMing, so that it would force me to actually interact more.

                  sabrinateenlichS Offline
                  sabrinateenlichS Offline
                  sabrinateenlich
                  wrote on last edited by
                  #8

                  @TheFool everyone starts somewhere! You’ll find your voice!

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