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 Reply: RPGGeek Help and How-To:: Re: Community Content programs – series or publisher?
Posted: Sun, 25 Jan 22:26:16

by trystero11

Dutys_Fist wrote:

Again, I want to point out that for 3rd party materials, we put these as their own RPG to distinguish between official and fan-made content. This is true for FFG Star Wars, D&D, and Pathfinder.


We don't, though; the 5e Game System Product (D&D 5th Edition Compatible) RPG isn't only for fanmade content. That RPG designates items that use the 5th-edition compatible SRD, whether fanmade or professionally published. All fanmade releases through the DMs Guild community content program are for the 5e Game System Product RPG, but not all items for that RPG are from the DMs Guild program.

And D&D is something of a special case, because items can be compatible with the published game or with the SRD. For many of the other community content programs, there is no equivalent of the SRD: Savage Worlds Adventurer's Guild releases must be written for Savage Worlds Adventure Edition (SWADE), and Miskatonic Repository releases must be written for Call of Cthulhu 7th edition, so having these be separate RPGs in the database would just make it harder to find all items published for either of those games.

Other community-content programs, like the Jonstown Compendium and Free League Workshop, aren't even specific to a single RPG; Jonstown Compendium includes items for RuneQuest: Roleplaying in Glorantha, RuneQuest Classic (2nd edition), QuestWorlds, and 13th Age Glorantha, and Free League Workshop includes items for Mutant: Year Zero, Coriolis: The Third Horizon, Forbidden Lands, Symbaroum, Tales From the Loop, Vaesen: Nordic Horror Roleplaying, and Twilight: 2000 4th edition. Lumping all of these together as a single "RPG" per program is just going to badly muddle the waters as far as being able to determine which items are compatible with which game, IMO.

Dutys_Fist wrote:

In summary, I disagree with the approach; 3pp things under a community content license should have their own RPG.


So for the multi-RPG programs mentioned above, would you want us to have one RPG for "Free League Workshop – Mutant: Year Zero", one for "Free League Workshop – Forbidden Lands", and so on? Or just one RPG for the entire program? How would we distinguish items compatible with different rulesets if they all have to be assigned to the same RPG in the database?
 New comment on Item for GeekList "Solo RPGs you play- Jan 2026"
Posted: Sun, 25 Jan 22:07:06

by DoOverAgain

Related Item: Star Trek Adventures: Captain's Log Solo Roleplaying Game

This game is in my queue of games to be played this year. Thanks for posting!
 Thread: Geoff Engelstein:: General Creator Forum:: Building Blocks of Tabletop Game Design: An Encyclopedia of Mechanisms
Posted: Sun, 25 Jan 22:01:27

by JeffyJeff

any chance your book will be reprinted? seems to be OOP

thx jeff
 New comment on Blog Post One more year until the serious side of life begins...
Posted: Sun, 25 Jan 22:00:48

by DaveyB

Related Item: Everything that sucks! And some things that don't.

Alles Gute nachträglich 🎂🎉. And no, nothing special about turning 40...nor 50 either 😉
 New comment on GeekList Practice Math Trade Q1 2026 - Open to All
Posted: Sun, 25 Jan 21:48:34

by susan1430

gameguru wrote:

What’s %options% and %end% mean and do in a lot of these listings?


Most of them are a side effect of the person adding the item to the item to the GeekList via the OLWLG. If you do that and have the game's edition/version set in your collection data, the OLWLG automatically includes that in information in an %options% block. The data is formatted in a specific way so the OLWLG can apply hyperlinks, special formatting, etc. The %end% tag just tells the OLWLG that it's reached the end of the Options block.

The other common use is for the person to list multiple Copies of the same item. You'll see this a lot with cash offers.

In any case, the Options block is about communicating information (in a specific format) to the OLWLG.

 GeekList Item: Item for GeekList "2026 Favorite Designer Challenge"
Posted: Sun, 25 Jan 21:46:56

by Maneloblast

An item Board Game Designer: Reiner Knizia has been added to the geeklist 2026 Favorite Designer Challenge
 Reply: General Role-Playing:: Re: QOTD JAN 25: What is your experience with playing games during winter storms or other bad weather? Which games has helped you pass the time during bad weather?
Posted: Sun, 25 Jan 21:41:39

by Lagnis

When I was younger it would probably mean a break in whatever we were doing to go out and shovel after the plow had been by so you wouldn’t have a giant ice wall the day after after the snow plow had been by again.
Now it mostly means less breaks for walking the dog down on the ice and sitting inside instead, and watching the snow pile up on the windows or the absolute stillness of a cold day is kind of nice as we play whatever game we’re playing. It’s not that much of a difference though.

The only time I really experience weather that’s bad enough that I really can’t go outside is in the mountains when the winds really just shakes everything and the snow stings in your eyes. But we just play a game, which we might do even if the weather is nice so not much difference.

 New comment on Item for GeekList "Kickstarter RPG Game Books - 2026"
Posted: Sun, 25 Jan 21:40:09

by chuckdee68

Related Item: Generic / Universal

I also asked as there were no concrete examples, and the creator has put an update in with some examples of pages. It's generic, but it's definitely not just blank pages.
 Reply: General Role-Playing:: Re: QOTD JAN 8: What was your worst experience in your favorite RPG? Why did that bad experience not keep that RPG from remaining your favorite?
Posted: Sun, 25 Jan 21:39:04

by chuckdee68

Karkared wrote:

chuckdee68 wrote:

I'd honestly suggest trying #2. It may seem counter-intuitive, but the player is in fact not far out of line for a FATE system game. FATE supports strong player participation in plot creation, both by letting the GM know what buttons they want pushed (via aspects), and by truth creation and declarations.


This is something I do not get in FATE. I have the Atomic Robo book, I have read several online explanations, yet I still cannot understand how a story can be kept in a recognizable shape, which is not always a bad thing in this game but still obscure for me.
I know that the gm gets their word in too, but in Atomic Robo, through Brainstorming, the party can squarely decide who the enemy is, their scientific process, their goals and their weaknesses. That's a real lot taken from the gm's hands... why not play GMless ?


I've not extensively read the Atomic Robo book, so I can't speak to the changes it has from Fate. But in a standard Fate game, the party decides parts of things, not the whole thing- and it's not really a decision; the GM still can shift things and say that some things are just not going to be. It's just that the players are involved in the shaping, so you can see what they desire in a game and play to those plot points so that everyone arrives at a game that they agree upon.

For example, in the said DFRPG game, we started out with city construction, brainstorming the city we would be working in, and some dramatis personae that existed in the city. In this way, the players had as much knowledge of the city as the PCs, and it made a lot of things more organic. I built on this to make the city feel alive to them, and a lot of things that you have to explain when the GM makes up the city in a vacuum were already known - as it would be to their characters.

At times, the players would declare certain facts- in only a few cases did I even try to direct them elsewhere. If they were willing to spend their Fate points on details in the scene rather than saving them for an effect on their uses of skills or abilities, that tells me its important to them, and I should be open to shifting things a bit.