Roll 3d6 - Roleplaying Resources

Board Game Geek

Recent Additions

 New comment on Blog Post Waffle Wednesdays- Dustbunnies!
Posted: Fri, 24 Jul 07:06:40

by Derang3d

Related Item: Herald's Call

I don'tsee the difference?
 Reply: General Role-Playing:: Re: Dissertation Research Study investigating the relationship between involvement in Table Top Role Playing Games (TTRPGs) and the development of Post-traumatic Growth (PTG)
Posted: Fri, 24 Jul 06:52:24

by aramis

DanDare2050 wrote:

What is "Post Traumatic Growth"? A definition would be helpful here.

It becomes VERY clear when you get to that page of the questionnaire what she's asking about.
Not being more specific so as not to bias the pool. The questions are very clear.
 Reply: RPG Design:: Re: What's stopping you from making a TTRPG?
Posted: Fri, 24 Jul 06:39:51

by GrimoireOfJank

pestigor wrote:

Every time I look at https://rpggeek.com/geeklist/272145/fantasy-heartbreaker I think we have covered this ground many times before. And I don't want to be one of those people that pop into the design forum with a "GREAT NEW GAME" Unlike anything out there (even though after reading it's obvious they've only play a D&D clone or D&D itself).
Hopefully someone will post a setting that's compelling and can be used in a game of our choice, now that would be a breath of fresh air!

That list is brilliant. I'll have to properly dive into it tomorrow.

Maybe I will significantly clean up my main fantasy setting and present it as a "use for any system" thing... Idk about compelling, it's just kind of "Oh I like this idea" and "Oh this is kind of cool".

 Reply: RPG Design:: Re: What's stopping you from making a TTRPG?
Posted: Fri, 24 Jul 06:32:55

by pestigor

Every time I look at https://rpggeek.com/geeklist/272145/fantasy-heartbreaker I think we have covered this ground many times before. And I don't want to be one of those people that pop into the design forum with a "GREAT NEW GAME" Unlike anything out there (even though after reading it's obvious they've only play a D&D clone or D&D itself).
Hopefully someone will post a setting that's compelling and can be used in a game of our choice, now that would be a breath of fresh air!
 Reply: RPG Design:: Re: What's stopping you from making a TTRPG?
Posted: Fri, 24 Jul 06:30:13

by GrimoireOfJank

mic_al wrote:

I guess the question is... what do you feel is missing? Or... is there a game system or genre that you're dissatisfied with? What are the problems? (And why not just houserule what you want?)

Often, when I look at my favorite systems (D&D 4e, PF2, RQG, CoC, Lancer, MGT2e, WFRP 2e), I struggle to imagine some "perfect combination" or something to that effect. There's some things I like in general, Percentile Dice, grid/hex measurements, etc. But I often don't really feel the need to change systems aside from GM calls ('Grease can't catch on fire? Screw that, it can now.')

I guess I'd throw my favorite systems in a blender to make something but it'll end up being a "jack of all trades master of none", a hodgepodge of ideas not properly tuned for a specific genre and also not open enough to make sense as a generic system.
Initiative system from RQG (weapon speed, I think). Most of BRP (CoC and RQG's bones) for the core mechanics. Tactical stuff from D&D 4e and Lancer. Progression from RQG with my own touches and WFRP-inspired stuff. Lifepaths from Cyberpunk, MGT2e, and WFRP... It wouldn't be cohesive and I'd probably end up just wanting to play D&D 4e or PF2 for heroic fantasy with tactical elements (I think PF2 is technically tighter but I like 4e alot), RQG for lower power fantasy, MGT2e for most sci-fi, WFRP if I want to do warhammer stuff, BFRPG if I want classic D&D, things like that.

I've yet to really find a gap that I'm like "I MUST fix this!" beyond cheat sheets for existing systems with less than stellar (or just an abundance of) rulebooks.

Even niche genres that I like have systems that are playable, the problem there is just finding players and the motivation to learn and run.
 Reply: General Role-Playing:: Re: QOTD July 24: Do you have campaign/adventure ideas that you've been keeping in your back pocket? Do share?
Posted: Fri, 24 Jul 06:18:33

by Dutys_Fist

Come to Jesus
The PCs encounter an ancient diety that's been forgotten to time, appearing in human form. Somehow, they know he's the real thing. But no one else seems to... He's just not rely connecting to people. Here's the thing, ancient records indicate that he caused a cataclysm nearly destroying the world the last time he tried to get worshippers and failed. So it's important that he succeed this time. But he's headstrong, and stubborn, so the PCs will need to do a lot of work behind the scenes so he's successful.

You know what day it is.... Happy Back Pocket day, an annual tradition for quite some time now.
 Reply: The Tavern:: Re: What have you been listening to lately?
Posted: Fri, 24 Jul 06:01:15

by Jeffrywith1e

The Vampire Lestat - Black Licorice
Youtube Video
 New comment on Item for GeekList "The Thursday Night Academy Master Timeline"
Posted: Fri, 24 Jul 06:00:40

by kuhrusty

Related Item: Traveller (Classic)

HiveGod wrote:

and you realize somewhere out there, somewhere far, far away, is another team that is absolutely apoplectic right now.

They'll know what's up before you finish the first sentence of the setup, but obviously this is the next game you run for this crew.
 Thread: Game Masters:: An experience point system play test
Posted: Fri, 24 Jul 05:41:37

by DanDare2050

I am developing a new system for awarding experience in my game All Us Gamers, but the system itself is fairly generic and should work just as well for any game that awards experience for character growth. Its aim is to focus experience around player created objectives. It could be used in tandem with other methods of gaining experience, although I will be setting it as a stand alone system in my game. I'm putting its latest incarnation here, and if you use it then any record of how it played out in the comments here would be welcome.

2026 07 24 Danny Stevens – All Us Gamers RPG

Session Objectives
1 Adventurers declare an objective for the session (write as session objective). A session can have only one session objective.
2. GM negotiates reward level for that objective.
3 If the session objective is achieved, the characters receive the reward negotiated, and the objective is removed from their character sheet.

Arc Objectives and Quest Objectives
1 When a session ends and the session objective has not been achieved then the adventurers present may promote the objective on their character's sheet.
2 If the objective currently appears as neither an Arc or a Quest objective, then it may be promoted to an Arc objective. If the objective already appears as an Arc objective it may now be promoted to a Quest objective. If the objective already appears as a Quest objective it cannot be promoted further. Arc and Quest objectives should have the original reward level recorded against them.
3 In All Us Gamers the total number of Arc plus Quest objectives that can be kept on the character sheet is 4 plus the worst of the character's Determination and Mentality value. (In D&D 5e its 4 + the worst of the characters Int and Wis modifiers, minimum of 2 total). If a Session objective is being added as a new Arc objective, and the total of Arcs plus Quest objectives would be exceeded, then an existing objective must be dropped from the character sheet, or the new objective is not added.
4 At the end of a session, if any Arc or Quest objective has been achieved that session, then characters present with that objective receive a reward for those objectives. For an Arc objective it is the amount originally negotiated. For a Quest objective it is double that amount.
5 At the start of a session players should review their Arc and Quest objectives with the GM. If any were completed in their absence then the character receives half the reward, and they are then removed from the character sheet.
6 An Arc or Quest objective may be declared as the objective for a session. If the objective is achieved that session, then the characters receive both the Arc or Quest reward and the Session reward.
7 Characters may have different sets of Arc and Quest objectives to one another, having been absent for some sessions, so the rewards and objective promotions apply for each character based on what is on their character sheet.

Objectives That Become Unachievable
Session, Arc and Quest objectives may become unachievable, for instance trying to retrieve a work of art, but the work of art is destroyed. Such objectives are simply removed from the character's sheet without reward.

Reward Amounts
There is a base reward amount in Growth Points (or in D&D, experience points). In All Us Gamers this amount is 5 growth points. (In D&D it is dependent on tier of play, levels 1-5 = 50xp, levels 6-10=100xp, levels 11-15=200xp and level 16 or more = 400xp). The base reward amount is called one unit.

When calculating the reward to an objective consider how hard it may be for the adventurers to succeed, given their current abilities and resources, and consult the following table:

Description___Chance of failure___Reward units to assign
Trivially easy____0% to 5%_________none (i.e. avoid having these as a formal objective)
Easy__________6% to 30%________1 unit
Standard_______31% - 50%________2 units
Difficult _______51% to 75%_______3 units
Very difficult:____76% or worse_____4 units

Note that Arc and Quest objectives carry the original reward set for them, even if later the objective becomes harder or easier to achieve. They are still only rewarded based on the initial amount set.

Examples
Session 1 – Defeat Baron Evil's attempt to destroy the haven wall. Standard difficulty. 2 units. At the end of the session Baron Evil's troops are still attacking and have not been rebuffed. This now becomes an Arc objective.
Session 2 – Retrieve the castle plans that have been stolen by one of Baron Evil's assassin spies before he gets hold of them. Difficult. 3 units. At the end of the session the plans are retrieved and Baron Evil's troops have also been repulsed and put into disarray. Session objective reward 3 units and Arc objective reward 2 units, a total of 5.
Session 3 – A player who was at session 1, but not Session 2, discovers that the Arc objective from session 1 is complete and receives half the reward, so 1 unit.