0% found this document useful (0 votes)
30 views5 pages

Steps to Create a TTRPG Game

Uploaded by

cizek.ondrej
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
30 views5 pages

Steps to Create a TTRPG Game

Uploaded by

cizek.ondrej
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd

It is not about spending a shit ton of time travelling.

Because travel is kinda


fucking boring.
Welp, that is a generalization. Travel is interesting, but not everything about it.
Camping is tense. Meeting new people, discovering places is exciting. Planning out
your journey is cool.
But they each should get an appropriate amount of time, based on FUN and PACING.

The problem with an adventure map, is that it takes a lot of prep, and doesnt get
enough
use (basically a one time thing...). So, we could put the burden OFF the DK, and
onto random tables
or the rolls of players, OR simply get rid of a map all together. It doesnt matter
what is OFF the map,

more campaign play??? succeeding to level up yourself or the kingdom???


only what you encounter.

The fantasy is you are wandering through unknown lands on your quest.

Hobbits & Dwarves had it through middle earth.


Angus had it in a magical forest, through cairngorn mountains & icy tundras,
through the tunnels,
across the plaguelands.

Do we need a map? What purpose does it have?


map as an adventure>heroica style
map as a playground> root style
map as desicions> inscription style

gosh, my head is spinning, cant make out a thought


I need to answer the first fucking question
HOW DO I MAKE A TTRPG
what are the steps???

I could start with individual scene mechanics


I could start with the character sheet

"
What do you do in your game? ` you are fantasy adventurers, the sort you play in
daggerfall. You go on journeys, make camp, discover secrets, defeat bad guys and
define/refine/develop your character.

What takes up most of the players’ attention/focus/imagination? ` the in game


puzzle. They should be mostly operating within the games systems > why? because
that is easier on the mind, and has more predicatable
ensuing fantasies.
what is that puzzle? `
- using what you are dealt = assets
- making up tactics on how to deal with a problem at hand USING MY
ABILITIES =
- ACTION = fighting, sneaking, obstacles, traps
- PARLEY = how to sway someones mind (join your side, do what you want,
etc.) using your abilities and assets
- TRAVELING = how can I get to the solutions of the session using my
assets and abilities !!!! you dont have just one destination (e.g. a party member
gets hurt and you have to derail to find a healer.)
How could things go wrong for the characters? How does that affect the game? ` They
could fail their quest. They could also have to pay a great price, like the loss of
life, to succeed. However The
stakes shouldn't be that high, and should advance the plot (just in a bad direction
for the players' intents), not STOP it! For example, if they are beaten down badly
in the middle of a quest,
they could try some risky manouvre that could cost them a lot later down the line,
or maybe try and mitigate the possible damages.

How could things go right, and what affect does that have? ` You advance your
character, you get points to advance the world, and you stop the Keeper's evil
plans from coming to fruition.

What tells you that the story is basically over? ` That you complete the
adventure/session's goal or the Keeper reaches his final
"

The road ahead>


1. make a vertical slice of all active mechanics
2. preview to sonick
3. make a character sheet, so the playtester knows what to expect from the rest of
the game
4. playtest and restart if need be
5. then make a horizontal slice of each & iterate on subsequent playtests

what are ALL THE MECHANICS?!?!?!


scenes:
-TOWNTIME
JOURNEYING *GOAL *DANGER *WEATHER *TERRAIN LIMITATIONS
?DELVING
ACTION *GOAL *TIMER *THREAT *TREAT
PARLEY *GOAL *CHARACTER *PROGRESS TRACK *COOPERATIVE STATE? DO WE ACTUALLY NEED
THAT
-DOWNTIME
BREATHER

resolution

TRACKS
room timer (random)
darkness track (Keeper's arsenal)
adventure timer (slowly ticks away, more shit slowly hits the fan)

what is the resolution mechanic ` DICE to PROGRESS, ROLL against ENEMY ACTION

several fun ideas...


roll off! who can roll the highest? or perhaps I have to HIT your number. But how?
` Your attack is so effective it breaks through the enemies guard and he doesnt
even get a chance to defend.
if you try too hard, you may run the chance of overcommiting, but if you hit
him hard enough he wont have a chance to. Maybe youll be lucky enough and even
break through his guard all-together.
there are no bad attacks, PERIOD, only good defences (range from 6-10
basically)
` You form a shieldwall and charge in unison, however your strength breaks and now
the enemies have surrounded you!
here the players tried to do A DECISIVE MANEUVRE (A leader player rallied
others and they all charged), because they are running out of time and the enemy is
overwhelming them (has winning the tide of battle). This is both RISKY and
EFFORTFUL. However the enemy had defended well and managed to TAKE ADVANTAGE.
` Your opponent keeps you occupied with a barrage of attacks, however you meet his
blade each time with your shield. This tires you both out.

` Although the dragon tried to stomp you down, you dash out of the way completely,
not giving him a chance to

INICIATIVE players take turns sequencially with DM acting in between everybody.


However you can chain your moves by cooperating, meaning the DM doesnt get to act,
however you then dont get to react... THEN AFTER EVERYBODY GOES, TIMER CLICKS DOWN
AND DM USES HIS ACTION

enemies roll "attacks" and we have to dodge that and surpass that
*I as a DM dont need to roll dice honestly
player facing roll
PbtA style = yes/no + and/but. Players get to choose whether or not to PAY THE
PRICE
cool custom dice yeeeeahh

passive, reaction, action

using up effort > you gamble how much effort you are gonna use. Then we roll for
you, for the enemy > enemy roll gives us the resolution.
if it goes bad, you might get hurt/battered, progress might fall, you might get
into a sticky situation or lose effort.

you could do a risky move, leave yourself/your party open to a retribution, to


regain effort or to conserve it.
leaving yourself open = a risky move (fucks it up more or it makes it better) VS
putting pressure on the enemy (y/n)
what the player is keeping in mind: hit the situation when it counts,
-run out of effort - assets (potions)
-run out of time - pay the price and buy more time
-get hurt
-enemy openings

FEEL
it should feel that if you dont do anything, if you are not fast enough, you WILL
get fucked
You are pushing against circumstances

some actions are easier for you


some actions are harder

defending, attacking,

How should being hit feel? What should it affect


what are the players abilities
what are player talents?
what are the players assets
how do players work lmao
I like root, did you know that already?

character sheet idea


Your inventory branches out, and may have visually increased effects per square
ticked
Too much treasure? You need a cart hahaha

Now, thats enough for a bit.


lets get something from the 10 hour game lmao.
I really liked the moment with the ship > a moment where the fantasy and
mechanics/gamefeel align.
Zed said he liked factions, that are simple puzzles. WA, Cats, Moles.
Jack likes crows, lizards, birds and Moles.
I like everyone lol hahaha but what comes to mind are cats, birds because you can
really make crazy
strategies with them

Similarly how Root is a bunch of games, all catering to somebody else, I think
classes could work like
that too. Each prioritizing on a different aesthetic of play. A sensory enjoyer
might want to throw
big chunks of dice

Lets summerize each type of fun and then think about how we could use them, also
connect with my mans
` +++sensation> dice, visuals, vibes. My kinda shit. I like having my thought
and feeling represented on the board
if there is a big thriving town, it should look like it. Same with a big army,
territory (omg skyrim ingame maps)
` +fellowship> interacting with other players. That reminds me of the idea of
each player having
a mechanical role to fill in an ecosystem. huh. !INTARACTION + COOPERATION
` +Challenge> Puzzle to solve, think hard to overcome something.
` +Fantasy> Immersion, Detail, Believing in something bigger. Winning
` +Narrative> experiencing a story structure in real time, tieing off loose
ends
` ++Discovery> finding secrets that exist
` ++Expression> making things your way
` +++Submission> there just for the ride, beer and pretzels.

I want my game to be a lot about a little challenge, submission, fantasy and


sensation. There shouldnt be
one class per aesthetic, obviously, but they should check some boxes.

Fun I have with root

Grand strategy > you have one big plan


Tactics > chess, making the right moves
Puzzles > compiling what you are dealt, making what you can out of it
Fantasy >

inspiration for the game> daggerfall, inscription, conan movies,

You might also like