Nerosus

joined 1 year ago
[–] Nerosus@ttrpg.network 1 points 1 year ago

So the idea is you write soemthing related to the prompt tied to a date? So the 8th would be: favourit character?

I character Inloved playing was a druid with a philiaophy of learning by doing. He was loved life and everything it contained.

He was originally made for a dnd game, which strongly incentifies not putting anything into a druids physical stats. But I said: “to heck with that. Concept and fun before rules.”

2
Affinity Summer Sale (ttrpg.network)
submitted 1 year ago* (last edited 1 year ago) by Nerosus@ttrpg.network to c/rpgcreation@ttrpg.network
 

Hello there

Figured this may be relevant here, otherwise let me know and I will delete it:

Affinity is having a summer sale.

It is a very affordable program with no subscriptions, that can do all the things most people would ever need for making book and graphic projects. I have been using the "family" since 2019 for all my projects (though, I am not a fan of Affinity Photo, but I have used it).

They all also have a 30-days trial.

[–] Nerosus@ttrpg.network 1 points 1 year ago

I apologize for that. I assumed that since the changes were minor, that it wasn’t worth giving them more details. But I will be sure to include them in future updates :)

These are the moves that have gotten some minor changes (I also realized I haven't incorporated all the changes into the player sheet itself)

  • Clash: change the trigger slightly from "able to reach you" to "capable of reaching you".
  • Thwart Peril: Which stat to use is dependent on the players description. Not the nature of the danger. But it should make sense how they thwart it.
 

Hello there

Some time ago I created a hack for the game Glitter Hearts, a game about playing transforming, magical heroes. I really enjoyed the mood the game was trying to make, but I found there was a good deal of problems with the product. In short, these were some of the things I tried improve:

  • Make it more player/GM friendly
  • Clean up some of its mechanics
  • Add more artwork to inspire the GM

Recently I have updated some aspects of the hack that I wasn't to satisfied with and figured I might as well share the project here on lemmy.

Hearts of Harmony

[–] Nerosus@ttrpg.network 1 points 1 year ago

Considering the genre, Glitter Hearts should have something like Bonds. But for some odd reason, it doesn't. It is something I added to my hack of the game. But as I mentioned, I wanted to revise the move.

But what you describe is basically how I envision it looking in the fiction. Except for the miss. The thing the move is suppose to imitate from the genre, is when the characters hangout, trouble/problems will some times show up (mystical happenings, strange dangers, meddling parents, etc.). Which I have realized after writing this reply to you, sounds an awful lot like a hard move XD

You also made me think, that maybe the stumbling sensation stems from: to activate the move, the character has to do it. AKA, go to the park, spend time with the Bond, etc. Trigger it through the conversation. So they are essentially already setting up the scene and having to do so again might just be repetitive.

I considered allowing spending of Bond (burning them). But my hack already had mechanics/resources that plays with rolls. So adding another one seems like it would be way to much.

[–] Nerosus@ttrpg.network 1 points 1 year ago (2 children)

Not sure if I explained how it “stumbled” (not good at explaining hunches and feelings). But it is like the story has to stop, create the scene which can risk taking quite some time, leaving the other players with nothing to do.

But moving the “scene” aspect to a miss sounds like a good idea. After all, it is basically what GMs already does on a miss. So maybe there is less need for wording a miss?

But would making it unavaible feel like a hard move? Usually hard moves mean “no way to prevent it”.

*Note: “Check Your Bond” is a move that is made to see if a Bond changes. It might also be the “lead in” to this move that is tripping up the flow.

 

Hello there

Looking for a bit of feedback on a move. I have been revising a recover move for a hack I made for the game Glitter Hearts. The reason for the revision, is that I feel that the current version kinda makes the flow of the game "stumble". So I tried to make a simplere version, but fear that it might be to "mechanical".

The general idea of the move is that the characters gain Stress (basically damage), and can clear it by spending time with Bonds (people, places and groups), that is important to them. But doing so risks the Bond somehow.

===== OLD VERSION =====

Reconnect & Recover

Whenever you have downtime and hang out or spend time with your normal life, decide which Bond you want to focus on and roll+Bond. *On a 10+, choose one below:

  • Clear all Stress
  • Clear a Debility
  • Raise the Bond by 1 (max +3).

*On a 7-9, as above but something problematic, dangerous, or inconvenient will make the Bond unavailable for some time unless dealt with. Start framing a scene and play out things that happen. The GM will jump in and add the element when they so choose.

*On a 6-, things go very wrong, potentially damaging or destroying the Bond. Describe the scene and what goes wrong. Then Check your Bond.

===== NEW VERSION =====

Reconnect & Recover

Whenever you have downtime and hang out or spend time with your normal life, decide which Bond you want to focus on and roll+Bond. *On a 10+, choose one below:

  • Clear all Stress
  • Clear a Debility
  • Raise the Bond by 1 (max +3).

*On a 7-9, you clear half your Stress (round up), and choose one below:

  • The Bond becomes unavailable for some time
  • An obstacle/problem appears for the Bond
  • Its opinion of you or connection to you, changes

.. then describe how that looks in the fiction.

*On a 6-, things go very wrong and the GM may make a hard move involving the subject of the Bond.

[–] Nerosus@ttrpg.network 0 points 1 year ago* (last edited 1 year ago)

Never tried the game and only glanced the book, so no idea what Strings are or how too use them. So my comments below might not be valid:

The circles seem awefully close to each other and the “darkness” of the grey might make it harder to see whatever is meant to be written in them. There is also alot of colors which will make it expensive to print.

So I would suggest

  • Make more space/make the circles smaller
  • Make the grey a tad or two brighter
  • Remove the background or at least make a print friendly version. Maybe just have a smaller border or bottom if you want the colors.

But it is really nice to see people making playmaterials for games they enjoy :D

[–] Nerosus@ttrpg.network 2 points 1 year ago* (last edited 1 year ago)

I understand that. All that dice juggling and optimazation, wasn’t that fun.

But unlike dnd, the dice is specific to each class. So a fighter will always use a d10. No matter if it is a sword, dagger, whip, etc.

And I really like how a fighter will generally be much more deadly than a wizard. Like in some hacks the dage is a d6 +/-X. And for me, it makes the damage between the classes feel very samy.

[–] Nerosus@ttrpg.network 3 points 1 year ago

Oh dear o_O ! I pasted in the wrong link.. Here is the right link (i hope). There is a folder with the individual playbooks as well.

I am also working on making a "Proper" file like with the other hacks, explaining some of the changes.

[–] Nerosus@ttrpg.network 3 points 1 year ago* (last edited 1 year ago) (3 children)

If you want spellcasting to be even more freeform, Mixed Adventure follows more the logic of most other moves, were the player describes what the character does and their intention. Each "school/domain", doesn't have their own move. It just determines how the fiction can be shaped by the character.

Edit: Updated the link

[–] Nerosus@ttrpg.network 2 points 1 year ago (5 children)

What makes HP feel different from Harm? It is essentially the same in my head. I also really like that in Dungeon World, that the game isn't bogged down by what weapon does the most damage. It is all in the characters capabilities.

I haven't looked at every hack of Dungeon World. But they all slightly changes some of the moves here and there. Either in ways I like or not.

Homebrew World has a slightly different take on inventory and the defend move I really enjoy. But it still uses spell lists. But it is more or less my go-to for one-shots due to it having much less mechanics.

I really liked Worlds of Adventure new stats (the unpublished version) and that race no longer has a hard mechanic behind it. But Wizards still use a spell list.

Unlimited Dungeons has a neat mechanic for wizard spells, but I find it still quite limiting an rigid. Its heritage mechanic is neat, but I do not like its "mark box to use ability"-aspect. But if the heritage aspect is removed, it is a nice hack.

My favorit is my own hack, Mixed Adventures, which combines the various aspects I enjoy from the hacks. The most unique part of it is how it handles spell casting which isn't a fixed list. The character chooses couple aspects for their magic (spheres/domain) that determine what they can do with their magic. The player simply describes a spell that fits. And if it seems like to much, the GM may add requirements or say it must be a ritual (ala Monster of the Week).

[–] Nerosus@ttrpg.network 2 points 1 year ago (8 children)

When you say variants, do you mean the house ruled ones or the ones who published theirnown thing, yet still try to dip into fantasy genre?

Like Homebrew World is house ruled version and Fantasy World is its own thing.

[–] Nerosus@ttrpg.network 2 points 1 year ago* (last edited 1 year ago)

Then we should definatly have a more clear icon. I would feel bad if I saw one stumbled in here, looking around all confused and in disbelief: ”this isn’t a place I like to be!”.

Poor souls -_-

[–] Nerosus@ttrpg.network 3 points 1 year ago* (last edited 1 year ago) (2 children)

Naice! That had bothered me for a bit. I am not sure how these boards work, but is it also possible to change the little icon next to the board to the simplified Dungeon World logo? It would make it easier to see it without the background "noise".

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