@briecs Journey Away doesn't have special rules for combat. Instead, all actions are simply narrated until it seems reasonable to ask the dice for input, and then you assemble and roll a pair of dice that seems most relevant to the situation. Violent or not, it's always the same system. Very clean and intuitive. I'm actually fairly proud of it. :D
#gamedesign
#fantasyrpg
#currentprojects
As I move steadily toward publication with my first full blown RPG creation, I keep discovering new questions to ask. The one that's occurred to me now is this: how consistent does the art style need to be? Like, should I hire a single artist? Is it enough to just pick a style and be okay with slight variations between artists? Should I loosen up and accept any/all genre-appropriate styles? Am I getting ahead of myself to even think about it already?
#gamedesign
#fantasyrpg
#currentprojects
Initial playtests for my #fantasyrpg are looking good! Mixed opinions on the "if it makes sense it's fine" approach to equipment, but the core mechanics are going over very well with players so far. πŸ‘
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#currentprojects
The time has come to playtest my first RPG. How concerned should I be about letting strangers try it out?
#currentprojects
#fantasyrpg
#gamedesign
I... I think I did it. Weighing in at 12 pages and just over 5000 words, I now have a playtest document for my first RPG. I'm gonna sleep on it and make sure I didn't overlook something, and of course there will be revisions later, but... I did it!
#gamedesign
#currentprojects
#fantasyrpg

#currentprojects #designquestion #vaultofthedeathspell

QUESTION: For tough bosses you may have to fight a few times, should I state the HP for the player?

I like the tension that a boss HP bar creates in video games. Like you hit them with your biggest weapon and it just takes off a tiny sliver. It might also prompt PCs to retreat and come up with a strategy or look more closely for a weakness.

#currentprojects Working on this solo player Dark Souls inspired ruleset. Feeling like I should just toss out the CHARISMA stat. Now I'm wondering if I should toss out WISDOM and swap it for WILLPOWER for magic. A lot of the reason that WIS and INT are separate in DND is to further separate the classes, but in a solo player monoclass game, that isn't helpful at all!
#currentprojects It has cooperative elements, but it'll be easier to schedule than trying to round up 4-6 adults for a campaign. Just find one player for one session at a time and keep building from there!
#currentprojects I want to design a solo player dungeon that uses notes, inventory sharing, and death replays like the online mode for Dark Souls. Separate players are working to get through the same dungeon on there separate play throughs.