ttrpg design

Adapting Machinations of Court and Frame to a VN-ish format

July 2, 2023
ttrpg design, vn design, machinations of court and frame, diceless

For @liananana's Narrat Jam 2, I'm poking my ideas for a political, intrigue-based mecha game that cares deeply about ties between people with power into a little linear VN storyline. A TTRPG designed for PVP troupe-level play is pretty different from a story following one person! So I'm gonna think out loud about what I'm changing and why. Ah no I'm writing another dicelessness article by accident oh god help Off the bat, one of the technological aspects I ran into is that Narrat is very particular about skill rolls. ...

ANOINTED v0.2 is out, I made a tutorial for it, and I want to talk about it.

June 22, 2023
ttrpg design, anointed

ANOINTED v0.2 coverSo ANOINTED just got a big update. Part of that is that I added a Tutorial region! I wanna talk about it. The region ANOINTED's premise is that you are an immortal warrior (an Anointed) who has been locked away for years following ages of glory, intrigue, war, and disillusionment. When you emerge, you have no memories, but are called/drawn/etc to return to the side of the (long dead) king to whom all Anointed are beholden by ritual bond. ...

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. ...

Diceless but it's APOCALYPSE FRAME, or: I Do Love The Token But I Am Now Worrying In A Different Tangential Existential Way

May 16, 2023
ttrpg design, apocalypse frame, diceless

apocalypse frame front cover croppedSame idea, different game. I'd considered dicelessness for APOCALYPSE FRAME first, actually, but decided it wasn't worth putting it in the core game because I wanted it to come out ever. The big reason I'd do it is that rolling dice actually does slow things down quite a bit and for the most part players usually just reroll with Tension in combat so it's not like consequences come up that much unless folks are using low-die Armaments with low Tension or rolling low Attributes for some reason. ...

Removing/Reducing Dice in ANOINTED, or How I Learned To Stop Worrying And Love The Token

May 15, 2023
ttrpg design, anointed, diceless

ANOINTED cover croppedI had been thinking about the topic of randomness when writing entries for Regions for ANOINTED23, but Spencer Campbell (GilaRPGs, creator of LUMEN/RUNE/etc) wrote two blog posts (with a third on the way) that got me thinking about it. Specifically, I'm wondering if I could/should just remove dice almost entirely from ANOINTED, my GMless or GM'd/group or solo soulslike game in development. The current situation In the interest of not assuming people have any idea what I'm talking about (and also to have it in one handy place for later) I'm going to list out the random/non-random parts of the game. ...

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. ...