Ttrpg Design

Process Optimization in TTRPGs, or How I Learned To Start Worrying and Love the Operation

November 8, 2024
Ttrpg Design

So one thing where I feel like I don’t have like…authority in but at the very least have thought about is the concept of performance loss (and specifically avoiding it through process optimization) in TTRPGs: the kinds of things that bog down a situation in a process.

WARNING: This post started as me making a little comment on a great, concise post on Fool’s Pyrite. Then I decided to make it a fun little post on its own. Then I thought about it some more. Then I drilled down and kept drilling. This starts simple enough but quickly becomes a True Sicko Post. You have been warned.

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Phipps23 and Demonstrating Themes in Celestial Bodies

October 18, 2024
Ttrpg Design, Phipps23, Liminal Void, Celestial Bodies

I’ve been meaning to try to post more on my blog/site following the death of Cohost, which made it very easy for me to toss design thoughts out. Writing into VScode and pushing to my site via git has no juice at all by comparison. But we press on anyway.


Phipps23 #

On November 27th of 2022 - a little less than 2 years ago as of writing this - Dan Phipps (of Gem Room Games, go check them out, they’re cool folks!) posted a neat approach to worldbuilding based on Gygax 75. I don’t know how long cohost links like the above are going to last so I’m going to reproduce the post here for general preservation’s sake, at least until I’m confident it’s been posted up somewhere else (drop me a line if and when it is):

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Valiant Pilgrimage

September 13, 2024
Ttrpg Design, Valiant Horizon, Valiant Persona

Last time I did a brainstorm session like this was for Persona: 1, 2, 3. This one's way shorter though. The idea is to flesh out some kind of specific JRPG-inspired campaign structure for Valiant Horizon.

So let's say there's these crystals, right? Used to be 12 of them - nowadays there's, uh, let's say 3-5 PCs crystals remaining. Each of them has the power to maintain the last few villages that stand in the world and prevent them from being swallowed up by the darkness that has consumed the rest. The crystals' power is not infinite. Every decade since the beginning of known history, each crystal chooses a Hero: someone to carry on its legacy to perform the Ritual of Rebirth at the origin of life, which imbues the crystal with their soul for the sake of all. The herald of life then returns their crystals to their village to maintain it until next time. There's never been any resistance on the road of rebirth: it's still hallowed ground, after all.

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Revising Liminal Void, 2024 Edition

February 11, 2024
Ttrpg Design, Total//Effect, Liminal Void

Liminal Void quickstart cover
Liminal Void quickstart cover

Liminal 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.)

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Valiant Persona, Part 3 of 3*

February 5, 2024
Ttrpg Design, Valiant Horizon, Valiant Persona

*Before I release the extra edition that tacks on like 2 more posts.

In Part 1 we established what kind of game we're using. In Part 2 we tied together Valiant Horizon's class system with the tarot thing Persona has going on. In this final installment (because at this point more beyond what I'm covering here would involve just making the thing) we're gonna think about using what we set up in part 2 for a session and campaign structure.

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Valiant Persona, Part 2

February 4, 2024
Ttrpg Design, Valiant Horizon, Valiant Persona

So we started poking at turning Valiant Horizon into Persona in Part 1 by establishing initial premises of what even this kind of game is like. It's got a lot of the DNA of urban fantasy/masquerade style games (WoD, Unknown Armies, etc) but with a very different emphasis, and especially the fact that there's a harder divide between the two "halves". Now we start digging in to what we want to do with that.

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Valiant Persona, Part 1

February 3, 2024
Ttrpg Design, Valiant Horizon, Valiant Persona

I'm thinking about Persona* a lot lately, partially because P3 Reload is out and I kind of want to play it but also it's $70 so fuck that shit. But partially it's because I realized while putting together the playlist for Valiant Horizon how well the two concepts overlaid with each other with only a little reflavoring/stretching:

  • Normalish people given extraordinary power
  • Powers come from discrete beings with archetypical distinctions that are intended to match with the character
  • Huge emphasis on relationships and building both towards understanding that archetypical power better and being closer to the person who wields it, is associated with it, etc.

*3-5. I know 2 has its fans but I've never played it and honestly it's a little longer in the tooth than I have patience for nowadays. I'm sure 1 has its adherents too but I don't know them.

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2 Stats 2 Rolls

January 2, 2024
Ttrpg Design

Written for Prismatic Wasteland's "make a new mechanic and give it a name" challenge.

You have two approaches to a situation on either side of a spectrum. For example, let's say... Soundwaves and Emotions. Decide which is "high" and which is "low", then define your Number between 1 and 10, inclusive. A number skewed towards one side means that you'll have high chances of success but also high chances of consequences for the other side, and vice versa.

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Objective Game Design Axioms

December 19, 2023
Ttrpg Design

  1. Make something that you'd want to play.
  2. Or wouldn't want to play, I guess, if that's your goal. Basically try to make something that holds your interest.
  3. Just feel it out, you know? You probably know what you want to do, practically speaking. Trust your instincts, they probably came from somewhere.
  4. Unless you don't have any clue where you're going which is fine too. Sometimes it's about the journey. Sure helps to have a destination in mind though.
  5. Be an absolute sicko about something in your work. This isn't really game design specific but it's good practice.
  6. Design offensively, not defensively. Whenever you think you went a little too far, suppress that instinct and double down.
  7. Every person posting about game design like they absolutely know what the fuck they're doing is a goddamn liar or has their head up their ass, including me. Just make the fucking thing. You got this.
  8. You should always have 10 things on a list even when you can't think of 10 of them.
  9. FREE SPACE
  10. Your game needs at least one more railgun than it currently has. Get on that.

(Read the original on cohost here!)

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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 logo
Valiant horizon logo

This 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:

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