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#ttrpgs

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[P] It makes me think that I should fudge together something based on Fallout 1 myself, but I have no experience with crafting systems of mechanical rules and therefore no confidence. I'm worried it would be a cataclysmic failure. And even if I did try, it'd probably go ignored if I released it as there's apparently no demand for what I want. Hm. Blergh. I'm honestly really surprised that only I want this?

#roleplaying #tabletop #ttrpgs

-5

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[P] The closest I've seen anything come is Tango, but even that's shorter-term with limited growth. Still, it does at least allow for non-combat options. Is it really true that it has to be about murdering everything or being a one-off? It's really frustrating. I've yet to find even one system that fits and I've looked at so many. On the topic of video games doing it better? Even the MMORPG Vanguard: Saga of Heroes had a nifty card-based diplomacy system...

#roleplaying #tabletop #ttrpgs

-4

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[P] I mean, so many of them will have equipment tables full of weaponry. What of research kits ans toolboxes? A mechanic 2ho acquires a little robot friend that grants bonuses against traps by being able to clamber into small spaces? What of the loremaster acquiring a thaumic rosetta stone that grants bonuses to learning new tomgues? What about systems that allow the loremaster and the diplomat to amp one anothed? I've seen so many systems, but none of this.

#roleplaying #tabletop #ttrpgs

-3

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[P] The issue I have is the idea that growth anf long-term storytelling MUST be accompanied by being a murder-hobo, a bloodletting maniac. One can't advance by learning esoteric lore; being a better thief; excelling at reaason, diplomacy, and compromise; working with devices and machinery; et cetera. Even video games like Fallout 1 and Thief can grasp this, so surely tabletop systems with that degree of freedom can do better? Not that I've seen.

#roleplaying #tabletop #ttrpgs

-2

[P] Rrrgh. I've looked at so many tabletop systems lately and I'm seeing a constant that irritates me. There are two kinds of game:

1.) Long-term Systems, Nuanced, With Abitration, and Combat/Wargame Focused;
2.) Short-term Only, Simplistic, Sans Arbitration, and No Combat/Combat-Lite.

This doesn't even hage aught to do with rules lite/crunchy. It's like a mindworm affecting the vast majority of tabletop games, maybe even all? It's starting to feel that way.

#roleplaying #tabletop #ttrpgs

-1

Having run Old School Essentials for awhile, I gotta say that the Sleep spell is as broken as I remember from D&D. It can completely shut down a low level encounter. A 1st level Magic User will be useless for the rest of the day, but that encounter is solved. I just tell the players how much treasure their characters find and move on after that spell gets cast.

Am I going to house rule it? Absolutely not. Sometimes the players need a win button.

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Since my family is always too busy to play ttrpg's with me, what are your favorite solo TTRPG's? (I own many on itch.io but I would love input!)

I have a dice set, I have a block tower, I have notebooks and a deck of cards, I may have other items as required, these are just things I've seen come up repeatedly. I do have 2 dogs, so the block tower's life may not be long. Ditto the cards? We'll find out. Send me your favorites, please! :BlobhajHeart: