Thank you so incredibly much!
And I'll be writing tabletop stuff IN the hospital, just to spite Gygax.
@gravityunwell
Maeve! Amateur ttRPG designer and GM 18+ only since I will of course work on and discuss NSFW and mature-themed games. My primary is @grandeschaton.bsky.social where I socialise and post the often NSFW art I make.
Thank you so incredibly much!
And I'll be writing tabletop stuff IN the hospital, just to spite Gygax.
I am getting MTF bottom surgery tomorrow morning which unfortunately means that I'll lose all interest in such things as math, computers, and most of all ttRPGs.
Gygax said as much.
Cool guy.
Hard agree with ALL OF THIS
QUICK!
Tell me about ttRPG design philosophies you like or dislike, theories you hold true or false!
Send me your game design manifestos!
#ttRPG
You know what? Work on heartbreakers. Resurrect the vibes you remember. Bring that stuff from your heart to reality. Leverage nostalgia to not remake those old things, but to share that idealized version you've held in the hands of the soul. Not accuracy, but fidelity. Sometimes ppl hear your song.
Usually, I consider nostalgia inherently politically conservative, but this is a different beast, I feel.
Sure, it is in a way idyllic, which can be dangerous, but here it instead forged with intention into a tool of new creation rather than of recursion.
I really appreciate this take.
Wrote a lot the last two days.
Thereβs still work to be done on this iteration, but I think I have most of the core of Ternion down finally.
Iβd love feedback of any kind both here and in the docβs comments. Everything helps and motivates me.
#ttRPG #Ternion
The system is still very much in the earliest stages of design and brainstorming and moving puzzle pieces together and throwing others in the fire, but I'm happy with what I've got so far and I'm hoping to show off test rules for Ternion soon!
(5/5)
Progression is mostly lateral, with options to change subclasses or Trappings.
Upward advancement is mostly in the form of finding improved equipment with better benefits and special properties.
Your treasures ARE your advancement.
(4/5)
The class and subclasses you invest in inform your Trappings, default gear you can always bring with you on outings.
Duplicate Trappings from classes and subclasses grant special moves and passive bonuses.
(3/5)
What that means is that what players can do is directly informed by what they have in your inventory.
No skills. Your equipment let you do things.
No HP. Items break instead of you suffering a downing blow.
No ammo or MP. Some Items, such as spell catalysts, have charges.
(2/5)
Working on a tabletop system I'm calling Ternion (it uses 3d4)
It's a moderately lite system and a bit of an experiment for me since I'm used to making crunch-fests.
The primary goal with this challenge is to make the system as equipment-based as I can justify.
(1/5)
Just thought of a fun little step 1 for hostile creation that makes your setting so much worse:
1d4
It looks...
1. Human, and is human
2. Human, and is not human
3. Inhuman, and is inhuman
4. Inhuman, and is human
Or should I go for a true equipment-based approach and mandate that an action is impossible without a corresponding piece of gear?
And how do I justify that?
Should I just go for a skill system and allow players to still perform actions without then usual equipment, albeit at a penalty,β¦
Opinions?
Iβm working on a system named Ternion at the moment (it uses 3d4) and I have a desire to make it equipment-based instead of skill-based if I can justify it.
However, how should I handle PCs lacking requisit gear?
Say a PC lacks gear for persuading somebody, such as an ensorceled mask,β¦
I mistakenly made the best game in the world a year ago and this is it.
I'm calling the system I'm working on Ternion unless something better comes to me. It's 3d4 and has a result matrix you refer to when rolling. I'm happy with it so far! It's a system for characters who succeed much more often than not, but not always without getting scuffed up in the process.
I take core resolution mechanics a bit seriously.
I like to know how they work before I build off of them.
Here, I found a curve I like for determining whether PCs get what they want, get it at a cost, or fail and suffer for it.
Me, trying to sound interesting at a party: "S-so, how about those rules eliding, huh?"
My reasoning is that the PCs in this game are better than their so-called equals in a fair match, but not so much so that they can always get their way for free.
This is a game less about success and failure, and much more about success at a cost, with costs adding up and cascading into disaster.
Toying around with a 3d4 core for a bizarre fantasy heist game.
For clarity, Tier+0 is a threat or obstacle equal to the players.
But that doesnβt mean a 50% chance of success of failure.
It means absoute success, with a 68% chance of paying a cost for it.
My first published game! Scrungeon!
grandeschaton.itch.io/scrungeon
Boardgames, huh
Pretty interesting