total//effect

Revising Liminal Void, 2024 Edition

February 11, 2024
ttrpg design, total//effect, liminal void

Liminal Void quickstart coverLiminal Void's quickstart has been around a little more than a year now. It's the first Total//Effect thing I put out and it's...fine. It's fine. Total//Effect is a strong backbone, the vibe carries it pretty far in my opinion, and again in my humble opinion, my two quickstart scenarios are decent. (Read it yourself and see if you agree. It's free. Click that little liminal void tag at the bottom if you want to see me everything I've written about it here, which is quite a lot. ...

Valiant Horizon post-itchfund-launch devlog #1: Diceless, Roll for Magnitude, and Roll for Success

August 3, 2023
ttrpg design, valiant horizon, total//effect, diceless

Valiant horizon logoThis post is about the various mechanical choices made in Valiant Horizon at a very high level. I group these into three categories: Diceless mechanics (stuff that works), Roll for Magnitude mechanics (stuff that works but you roll to see how much), and Roll for Success mechanics (stuff that works if a roll goes your way). Diceless The simplest kind of mechanic. This is what Assets, Exhausting Assets, and Burdens are: ...

Machinations of Court and Frame pre-production notes: Noble Houses and their Agents

June 20, 2023
ttrpg design, machinations of court and frame, total//effect

I don't have an actual cover for this one yet so for now you get a screencap from the SRD title. This one's still at pretty high level. But I did some of that high level work and I wanna talk about it! Speaking of the SRD, this is the third Total//Effect game I initially proposed/outlined/etc on the Total//Effect SRD. My general (self)-pitch was: Mecha, But Politics This Time, This One's About The People, Not The Mechs TM (But it's also about feudalism and how internecine struggles between people in power completely do not care about the average person) Political maneuvering and such. ...

Liminal Void: Professions (like Classes but not really). What are we doing here?

May 3, 2023
ttrpg design, liminal void, total//effect

Liminal Void coverSo I'm thinking about what I'm doing with Professions in Liminal Void. A Profession is like...a class, kind of/sort of? It's got a starting skillset (basically a broad Skill category), a little passive ability that differentiates it, a few changes to being able to recover/reload/recharge in combat, and a starting equipment package (which includes an outfit, a capital-T Tool, and two consumables). Beyond the mechanical aspects, though, there's a few things I've been thinking about. ...

Liminal Void updates: Advancement is hard and weird

April 6, 2023
ttrpg design, liminal void, total//effect

Liminal Void coverAdvancement in a game is tough. Or rather, like all things in game design, you can kind of just do whatever with it but it'll have long-ranging implications as to player behavior. As much as we don't like to admit it sometimes, numbers going up very frequently provide a throughline and driving force for campaign-length games, but how those numbers go up matters. If you give XP for gold, guess what, your game is now at least partially about making money. ...

Liminal Void rambling: ships, ship combat, and ship “combat“.

March 2, 2023
total//effect, liminal void, ttrpg design

Thinking out loud about Liminal Void ship stuff because that's on my docket alongside Valiant Horizon and VH is mostly in the "the thing's constructed, just gotta tweak it around the edges" stage. (If you're not familiar from previous posts, basically it's a space game with an Expanse-ish level of hard-sci-fi-ness, give or take a bit, but more centered on survival in shit space capitalism than interplanetary politics as such. I have a free quickstart here! ...

Valiant Horizon dev: what even are basic actions anyway?

February 25, 2023
ttrpg design, valiant horizon, total//effect

So some of my early playtest feedback is that melee feels less good than range which...yeah, tactics games are sure like that, huh! I'm fixing to handle this in a few ways right now. The obvious moves first: Lower the utility of Far range attacks. (This is even more pronounced because 3/6 of my players have abilities that hit to Far - basically almost all of the ones in the book. ...

Part 2: Escape from CICP-1 Scenario Teardown

January 3, 2023
ttrpg design, liminal void, total//effect

Ok. This is the part where I talk more firmly about the scenario. (See the map above.) The goal of this scenario, as repeated from above, is the same goals as Level 0 in general: Establish some "starting points" for characters, and give some playstyle options. Figure out, through play, what kind of people your characters were and are. (The Background mechanic is the obvious version of this, but even more subtle decisions inform a character. ...

Liminal Void Quickstart and Scenario Teardown, Part 1: Background, Quickstart rules

January 1, 2023
ttrpg design, liminal void, total//effect

Map of CI Central Processing Station 1 (CICP-1)I'm in a posting mood because I'm putting off finishing writing a press release/kit so I figured I'd ruminate a little bit about how I put the Liminal Void Quickstart rules and scenario, Escape from CICP-1, together. Mild spoilers for the scenario under the fold if you care about that sort of thing, but most of the big scenario stuff is going to be in a follow-up post, but also it's just long and this seems polite. ...

Liminal Void Phipps 23 Worldbuilding, Part 3

December 9, 2022
worldbuilding, liminal void, total//effect, phipps23

Ok, no more icons. Here’s the next step: Integration Name the following Two Factions A Settlement A territory A Dungeon A Season Your Icons and Inspirations should help a lot here. Be explicit about how your icons relate to these larger organizations or areas. You don't have to use all of them. Given that this isn’t really a fantasy thing as such, “Dungeon” and “Season” are going to have liberties taken with them. ...