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Game Design and Homebrew Thread Anonymous 04/24/2025 (Thu) 14:43:36 Id: 1f430e No. 2874
Hey, working on your own system? Or making homebrew stuff for existing systems? Let's talk about it! If you have any issues, or want to show your projects, ask for feedback, this may be the place. I sure have no fitting picture for this topic.
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I, for one, have been working for years on a weebish-style ttrpg, largely inspired by Final Fantasy and Granblue. Not that guy >>1465, by the way One thing that's really bothering me is summons. I want big FF-style summons, it wouldn't feel right without them. But this whole idea of massive nuke summons doesn't really work for a ttrpg, and neither giving them big casting times, nor making them based on performing specific rituals sits right with me. Why I want them? It's not just about the FF inspiration. There is potential for great stories when it comes to getting them in the first place: Finding forgotten summons in ancient ruins, fighting them until you prove your prowess, and being granted the power to summon them in battle; helping them against the badguys, freeing them from corrupting influences, and as a thanks, call upon their power when the need arises; This could all make for memorable moments. They also have a place and narrative function in the world-building.
>2 different people both thinking about a JTTRPG custom system. Small world and all. Maybe you 2 should team up or something to make it together. >>2878 I would suggest that summons just require very specific material. If there isn't a ritual for it then forcing the party to use up the wing of a griffon to summon Garuda would be a cool trade off.
>>2874 I am currently working on multiple projects, but that just means, that I am not working on anything in reality, instead I jump back and forth between various wip documents, telling myself, that this weekend I will finally do something and push myself to finish at least one milestone. <Project 1 >Post apocalyptic Europe focused around combination of folklore and stalker experience >Local magical apocalypse releasing unknown matter from Earth's crust, causing rise of paranormal activities coupled with violent mutations in both flora and fauna >Continental Europe is abandoned by outside world, as survivors try their best to not die, while cataclysmic storms and shifting and breaking of continental plate erased most of the Europe cities and infrastructure >Fast forward one generation and you have bunch of small villages and towns, fragmented by culture and languages, isolated by deep forests full of mutated beasts and metaphysical and organic anomalies >Some people were mutated, touched by unknown substance, turning into social outcasts at best, or into monstrous killers at worst >Main inspiration: Stand Still, Stay Silent; S.T.A.L.K.E.R; Metro series; Slavic folklore and legends; Twilight 2k >System: Adjusted YZE >Core mechanics: Mutations, Resource and equipment management, Focus on planning "trips" outside of safe havens, not extremely lethal, but mounting injuries and exhaustion are serious risks that needs to be properly mitigated <Project 2 >DnD 5e module >For low level characters, your bread and butter adventure, mostly taken as a challenge for me to create something and finish it >Trying to create simple story, but with many parallel paths and ending that is trying something else, than "kill monster to win the game" >Attempting to create situations, where non combat classes can shine and roleplay is rewarded (in specific ways, instead of just footnote in text) <Project 3 >Palate cleanser project >Sci-fi setting in dilapidated space station, that slowly decays, as eldritch phenomena rips apart reality around and within it >Main inspiration: Dead Space, Event Horizon, Pandorum, Citizen Sleeper, Death In Space, Alien >System: Just project 1, but refluffed >Core mechanics: Your character origin are shaping your character in quite aggressive manner, not just stat boosts, or nice to have bonuses with little drawbacks >Being hunted by corporate bounty hunter; Cosmic entity mind rapes you every-time you try to get rest; Your biomechanical body is going to shutdown without daily dose of stabilizers; etc. But instead of working on any of them, I am here, shitposting and doom scrolling.
>>2888 There is already a restriction in place that you can summon one only once per (in-game) week. Using specific materials somewhat goes into the ritual-direction that I plan to avoid. >>2905 The first one sounds fun. There is nothing you can do but to dedicate your time to the project, force yourself to sit down for an hour or two, put on appropriate music and start with at least a few paragraphs here and there.
>>2935 Project 1 is probably my longest commitment, iterating through multiple YZE adaptations and configuration. Worst case is that I have hundreds of pages about world building, settings fluff, game mechanics models, but it's mess of conflicting and incomplete threads. Also about your summoner problem (god I love the IDs) mentioned here >>2878 >But this whole idea of massive nuke summons doesn't really work for a ttrpg All points you have mentioned make it looks that it can, in fact, work really well. You are mentioning whole plot about discovering and either overpowering, or allying strong summon, which represents critical milestone in character progression. In fact, if you design your BBEG around being so powerful, that only nuke summon could give your character chance (or maybe your full party needs to pool together their summons and try to find optimal synergies and strategies) sounds like pretty strong plot point. But you would really need to build story and mechanics around this extra strong core summon, which can be only acquired through your party cooperating and having common goal. I would even consider possibility for these mega summons to be played by other player, that would checkout with their regular character for a session, but this is really roleplay heavy and I saw competent player try and fail at this.
>>2948 The player cooperation sounds fun, but doubt that's really something working for this game. Though, thanks to you comment, I added some increased costs for summons that may require the party pulling resources together. Because this sounds exactly like what this game is about. And you are right about the strong opponents. This game is supposed to be about power fantasies, but this only really works with powerful enemies that really test the characters power. The bestiary is another part that needs to be finished. I guess this wasn't that much of a problem overall. Thanks for the suggestions.
>>2905 Cross-procrasination is so much fun. I wouldn't worry really too much unless all you're doing is shitposting and doom scrolling. If it gets really bad though just start using the timers on your phone. Setting aside like 30 minutes to goof off in between projects has been shown to work in learning environments, and any task becomes easier to finish if you decide to just try 10 minutes of it at a time and see if the flow takes over. I picked up the firefighting campaign module I've been kicking around yesterday after dropping it for a week and it was just to work on character art. I already feel a lot more familiar with the subject matter and have gotten a lot more done than I thought in those guilty interludes.
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>>2955 Good luck with your work anon, maybe update us, when you have something ready, or report from table how it went. Here, have weird post apo cutie from my reference folder. >>2986 >Cross-procrasination is so much fun Yeah, it is, in fact, it was one of the tools, that enabled me to continue work on my pieces. But right now I am moving to phase, where I really need to drill down to: >Remove inconsistencies >Correct rules and mechanics, that are conflicting with each other >Either stabilize, or remove underdeveloped mechanics, that can basically break or make other parts of system obsolete And this activity requires focus, which is hard to achieve in shorter sessions.
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>>2874 i have a really bad habit of being struck with bursts of inspiration, spending a sleepless night on an idea and then completely losing all motivation to keep working at it. as a result i have several scattered ideas for systems, settings and what have you. its a fun creative outlet but i dont think i will ever actually finish anything. my latest abandoned project was an 80s fantasy inspired setting, so it had robots and aliens but also sword and sorcery. very pulpy so it was pretty fun writing lore for it.
>>3299 What do you do for fun?
>>3221 Not necessarily. I think a lot of those could be solved by playtesting. >Remove inconsistencies Players notice that stuff really well and will isolate them for you. >Correct rules and mechanics, that are conflicting with each other Definitely solved by playtesting, once you do a few test runs of, say combat or whatever, you can probably find across-the-board matches for what went wrong, and isolate them. >Either stabilize, or remove underdeveloped mechanics, that can basically break or make other parts of system obsolete If you note what players are gravitating toward that will highlight them for you. I would say pick one of the three projects you're working on and try to get some playtesters to try things out with you. Could be channers or preferably friends you know irl. It won't have to be a crazy long session if you use pre-builts for your system, character types that focus the mechanics you want, test scenarios, etc.


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