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!
What are some good tips for running ShadowDark as a GM?
Almost all the ways of making coffee boil down to put hot water through puck of coffee or put puck of coffee through hot water
Savage worlds tends to have some explosive excitement baked in though
The one shot I played in savage worlds felt like a movie scene the whole time
I certainly love horror TTRPGs and the best GM I can think of is my best friend, that is a clinical psychologist and create NPCs inspired in what he knows and works with, so every time he describe those NPCs and show how they act, the realism of the situations keep all of us players on the edge of our seats, because how close those stories are to reality. He always GMs Lovecraftian horror themes and make the stories as close to reality as possible, so we can think "well, that could be almost possible", on a absolutely normal and everyday place. So the setting for the characters is not particularly frightening at all, but the situations are horrible.
This GM existing is frightening enough to me haha
or alternatively
Oh so it sounds like daggerheart is similar to what @straussbelial suggested then?
That’s neat! Would you make any modifications to support a play by post game?
I’m not familiar with the success/failure mechanics but are target numbers open information? In other words could players infer their pass/failure status without waiting for the gm?
In a world where most TTRPG players’ number one complaint is they can’t find a time they are all free to play, can an initiative system be developed that supports asynchronous and real time play in equal measure?
In a similar vein, is it possible for an initiative system to support the competing needs of the more traditional binary of roleplaying vs combat centered scenes?
Can an initiative system allow for “skill expression,” where certain characters are more likely to act at the opportune time due to their stats, and a degree of randomness that’s still fun?
I believe striking that balance is ultimately going to be up to a significant level of playtesting, but also curious how close initial design could get to that balance with theory alone.