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#rpgdesign

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Jace 🔥❤️‍🔥💖❤️<p>Tabletop design tip. How players and game masters actually use your rules is more important than your actual rules.</p><p>Players will notoriously assume a lot about your game just by looking at the character sheet without reading anything.</p><p>New GM's will not remember every niche ruling, so keep it as intuitive as possible. If the intuitive way to play your game sucks, regardless of the actual rules the game will suffer.</p><p><a href="https://mastodon.social/tags/ttrpg" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>ttrpg</span></a> <a href="https://mastodon.social/tags/rpg" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>rpg</span></a> <a href="https://mastodon.social/tags/rpgdesign" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>rpgdesign</span></a></p>
Jace 🔥❤️‍🔥💖❤️<p>Playtest often because as designers, we are blind to how unclear, unintuitive, or difficult our own game is.</p><p><a href="https://mastodon.social/tags/rpg" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>rpg</span></a> <a href="https://mastodon.social/tags/rpgdesign" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>rpgdesign</span></a> <a href="https://mastodon.social/tags/ttrpgdesign" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>ttrpgdesign</span></a></p>
Thought Punks<p>Random weirdly specific question: <br>Anyone know of any SRDs or open license games that have levels/tiers like <a href="https://dice.camp/tags/DnD" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>DnD</span></a> but lighter more cinematic or narrative mechanics? </p><p><a href="https://dice.camp/tags/TTRPG" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>TTRPG</span></a> <a href="https://dice.camp/tags/IndieGames" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>IndieGames</span></a> <a href="https://dice.camp/tags/RPGDesign" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>RPGDesign</span></a></p>
Thought Punks<p>🎲 <a href="https://dice.camp/tags/TTRPGThoughts" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>TTRPGThoughts</span></a> 🎲</p><p>Great mechanics don’t just support play, they shape it. What’s a <a href="https://dice.camp/tags/TTRPG" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>TTRPG</span></a> rule that fundamentally changed how you approached a game? How did it impact your experience?</p><p>Let’s talk about how rules create meaning in play!</p><p><a href="https://dice.camp/tags/GameDesign" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>GameDesign</span></a> <a href="https://dice.camp/tags/RPGDesign" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>RPGDesign</span></a> <a href="https://dice.camp/tags/TabletopGames" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>TabletopGames</span></a></p>
Jace 🔥❤️‍🔥💖❤️<p>Note on Natural Language added to my design document.</p><p>All player mechanics should be worded like something their character would say. </p><p>For example, instead of saying “I use shield bash on an enemy within 1m” they would say “I bash the enemy beside me with my shield.”</p><p>Ideally systems should sound diegetic.</p><p>The only exception to this natural language rule is to use existing well known mechanic names for clarity, like health or hit points.</p><p><a href="https://mastodon.social/tags/rpgdesign" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>rpgdesign</span></a> <a href="https://mastodon.social/tags/ttrpgdesign" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>ttrpgdesign</span></a></p>
Thought Punks<p>So my rebuttal/defense series is like, a whole series now I guess. By request, a defense of optional rules against common criticisms. Come see why optional rules can be a glorious thing that enriches the <a href="https://dice.camp/tags/TTRPG" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>TTRPG</span></a> experience.</p><p><a href="https://thoughtpunks.com/in-defense-of-optional-rules/" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">thoughtpunks.com/in-defense-of</span><span class="invisible">-optional-rules/</span></a></p><p><a href="https://dice.camp/tags/RPGDesign" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>RPGDesign</span></a> <a href="https://dice.camp/tags/TabletopGaming" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>TabletopGaming</span></a></p>
Jace 🔥❤️‍🔥💖❤️<p>A bandit stat block.</p><p>So far it looks like I have a stat block that is about the same size as one in dnd, but I have more interesting things in there.</p><p>Even for a simple bandit, there is a goal, a twist that happens in 1d6 rounds, and 2 weaknesses for the players to discover.</p><p><a href="https://mastodon.social/tags/rpgdesign" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>rpgdesign</span></a></p>
Thought Punks<p>People have been digging my <a href="https://dice.camp/tags/TTRPG" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>TTRPG</span></a> advice and <a href="https://dice.camp/tags/RPGDesign" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>RPGDesign</span></a> posts (thank you for all the kinds words!), so I decided to dig into another pain point for a lot of players and GMs: mysteries! It's a topic I'll return to, but here's the first post.<br><a href="https://thoughtpunks.com/handling-mysteries-in-tabletop-roleplaying-games/" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">thoughtpunks.com/handling-myst</span><span class="invisible">eries-in-tabletop-roleplaying-games/</span></a></p><p><a href="https://dice.camp/tags/TTRPG" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>TTRPG</span></a> <a href="https://dice.camp/tags/Blog" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Blog</span></a></p>
Thought Punks<p>🎲 <a href="https://dice.camp/tags/ThrowbackThursday" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>ThrowbackThursday</span></a> time! 🎲</p><p>Name a classic or forgotten TTRPG mechanic that deserves a comeback. Maybe it’s a quirky subsystem, resolution style, or old innovation that still sparks joy.</p><p>Share your pick + why you think it should shine again in modern days!</p><p><a href="https://dice.camp/tags/RPGDesign" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>RPGDesign</span></a> <a href="https://dice.camp/tags/TTRPG" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>TTRPG</span></a></p>
Thought Punks<p>🎅 Let’s get festive with some Christmas Eve <a href="https://dice.camp/tags/TTRPGThoughts" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>TTRPGThoughts</span></a> ! 🎅</p><p>In the spirit of the season: What’s a <a href="https://dice.camp/tags/TTRPG" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>TTRPG</span></a> mechanic or rule that feels like unwrapping the perfect gift every time it’s used? Let’s celebrate those design gems!</p><p><a href="https://dice.camp/tags/RPGDesign" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>RPGDesign</span></a> <a href="https://dice.camp/tags/ChristmasEve" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>ChristmasEve</span></a></p>
Thought Punks<p>🛠️ <a href="https://dice.camp/tags/RPGDesign" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>RPGDesign</span></a> question for the evening 🛠️ </p><p>What’s a small tweak to a game’s mechanics you’ve made that completely changed the vibe or experience? A tiny house rule, a shift in dice mechanics, or even a rephrased prompt, how did it transform play?</p><p><a href="https://dice.camp/tags/TTRPG" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>TTRPG</span></a> <a href="https://dice.camp/tags/GameDesign" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>GameDesign</span></a></p>
Thought Punks<p>Some TTRPG mechanics feel amazing to play but can be a nightmare to GM.</p><p>What’s a mechanic you’ve loved as a player but struggled with behind the screen (or vice versa)? Let’s unpack the give-and-take between player joy and GM burden.</p><p><a href="https://dice.camp/tags/TTRPGThoughts" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>TTRPGThoughts</span></a> <a href="https://dice.camp/tags/RPGDesign" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>RPGDesign</span></a></p>
Thought Punks<p>11/11 Seeing these scales can help us see what we love (or struggle with) in games and inspire new design choices. </p><p>Where do your faves land on these scales? Do they balance them in ways that surprise or inspire you? Let’s talk about how we approach this!</p><p><a href="https://dice.camp/tags/RPGDesign" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>RPGDesign</span></a> <a href="https://dice.camp/tags/TTRPG" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>TTRPG</span></a></p>
Thought Punks<p>1/11 When we design or play TTRPGs, we often talk about "crunch" or "narrative focus," but these conversations can get muddied.</p><p>Here's a model with four overlapping scales to frame the discussion: granularity, modularity, connectivity, and fidelity. <a href="https://dice.camp/tags/RPGDesign" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>RPGDesign</span></a> <a href="https://dice.camp/tags/TTRPGThoughts" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>TTRPGThoughts</span></a> 🧵</p>
Thought Punks<p>🌙 Late night <a href="https://dice.camp/tags/TTRPG" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>TTRPG</span></a> thoughts, anyone? 🌙 </p><p>What’s that idea circling your brain at this hour? A plot twist? A character concept? A mechanic you can’t quite crack?</p><p>Let’s hear it. Sometimes the best inspiration strikes after dark! </p><p><a href="https://dice.camp/tags/TTRPGCommunity" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>TTRPGCommunity</span></a> <a href="https://dice.camp/tags/RPGDesign" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>RPGDesign</span></a> <a href="https://dice.camp/tags/TabletopGaming" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>TabletopGaming</span></a></p>
LexTenebris<p><span class="h-card" translate="no"><a href="https://labyrinth.zone/users/orangelantern" class="u-url mention" rel="nofollow noopener" target="_blank">@<span>orangelantern</span></a></span> Who is insisting that you need to have them? Why are they making those arguments? Are they critically interesting or are they just making mouth noises?</p><p>There's nothing dramatic about pointing out that failing to communicate anything of actual use when asking people questions about what you might or might not do in the construction of a setting doesn't actually help them to make a meaningful comment.</p><p>Do you recognize why Shadowrun has fantasy races not just procedurally within the game setting itself, but thematically? I'm not saying that you have to like them, but they're there for a reason in the context of the stories that the creators wanted to tell.</p><p>If you want to know how people generally feel about playable alien characters you don't even need to ask us — all you have to do is open up nearly any science fiction RPG and see how many have playable alien characters. It's quite a lot of them, unless the setting is very explicitly human-only for narrative and thematic reasons. </p><p>If there are no good reasons not to, people generally like to throw in the kitchen sink. We can observe that simply by looking at the world.</p><p>You're welcome.</p><p><a href="https://social.vivaldi.net/tags/TTRPG" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>TTRPG</span></a> <a href="https://social.vivaldi.net/tags/RPGdesign" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>RPGdesign</span></a></p>
LexTenebris<p><span class="h-card" translate="no"><a href="https://labyrinth.zone/users/orangelantern" class="u-url mention" rel="nofollow noopener" target="_blank">@<span>orangelantern</span></a></span> Here's the problem: you really haven't said enough about anything to make any kind of narrative assessment about the setting. </p><p>Near future or far future? What elements of the cyberpunk genre does it take on board? Thematically, what is the setting supposed to say about itself? </p><p>Do the aliens narratively represent extreme examples of human traits, or are they intended to be completely alien psychological takes on reacting to a general hostile universe? Or are they just supposed to be cool suits with the occasional neat power that players can put on to do cool things?</p><p>All these questions lead to different narrative structures, and if you don't start by understanding what you're trying to do and communicate what you're trying to do, how can anyone else make any sort of reasonable commentary on it? It's impossible.</p><p><a href="https://social.vivaldi.net/tags/TTRPG" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>TTRPG</span></a> <a href="https://social.vivaldi.net/tags/RPGdesign" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>RPGdesign</span></a></p>
Orange Lantern :verifiedbisexual: I'm pondering a <a class="hashtag" href="https://labyrinth.zone/tag/ttrpg" rel="nofollow noopener" target="_blank">#ttrpg</a> design choice and could use your input, dear fellow rpg fans.<br>In a sci-fi setting (a bit on the cyberpunk-y side in this case), what is your stance on playable alien characters?<br><br>I kinda like the idea but I also don't want to turn the whole thing into a friggin' muppet show like Star Wars (already see myself losing followers over this remark). :neofox_laugh_sweat: <br><br>Boosts are welcome. :boost_ok:<br><br><a class="hashtag" href="https://labyrinth.zone/tag/gming" rel="nofollow noopener" target="_blank">#GMing</a> <a class="hashtag" href="https://labyrinth.zone/tag/pnp" rel="nofollow noopener" target="_blank">#pnp</a> <a class="hashtag" href="https://labyrinth.zone/tag/writing" rel="nofollow noopener" target="_blank">#writing</a> <a class="hashtag" href="https://labyrinth.zone/tag/rpgdesign" rel="nofollow noopener" target="_blank">#rpgdesign</a>
Thought Punks<p>🎲 <a href="https://dice.camp/tags/TTRPGThoughts" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>TTRPGThoughts</span></a> 🎲</p><p>Love how rules shape the feel of a game! Percentile has a high stakes vibe, while every die you roll adds to the drama for dice pools. Other systems spark their own vibes. What’s a mechanic that perfectly captures the spirit of its game for you?</p><p><a href="https://dice.camp/tags/RPGDesign" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>RPGDesign</span></a></p>
Thought Punks<p>🍳 Welcome to <a href="https://dice.camp/tags/GameDesignBrunch" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>GameDesignBrunch</span></a>! 🍳<br>Pull up a chair and come chat design quirks over coffee (or tea!). </p><p>What’s one unique element or mechanic you’re working on or thinking about right now? Curious and fresh perspectives are always welcome here!</p><p><a href="https://dice.camp/tags/TTRPG" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>TTRPG</span></a> <a href="https://dice.camp/tags/IndieGameDev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>IndieGameDev</span></a> <a href="https://dice.camp/tags/RPGDesign" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>RPGDesign</span></a></p>