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File: d2a18d3e551e5ac⋯.jpg (674.39 KB,803x769,803:769,cecac9f72844aa15d50b54511f….jpg)

 No.397952 [View All]

November is almost here, which means that National Novel Writing Month (NaNoWriMo) and the neckbeard equivalent, National Game Development Month, are about to begin. That means writan' books and homebrewan' games.

The goal for NaNoWriMo is to knock out at least 50,000 words of an original, while NaGaDeMon has the more nebulous goal of just designing and playing something. Encouraging each other to do some significant work on our homebrew games is definitely something I feel we could all get behind. Might even be fun to playtest for one another. As for writing novels, it's something /tg/ has flirted with before. What might be more interesting is going into such a project with a prompt. I'd personally love to see /tg/ write a pile of half-assed Isekai stories, or possible try and put those elaborate CYOA projects to some use, maybe use one of those random world generation tables as a basis for a story. Even though some of those are terrible ideas, it could still be fun to see what your fellow fa/tg/uys come up with.

Discuss ideas, request feedback, encourage one another, and get writan'

42 posts and 18 image replies omitted. Click [Open thread] to view. ____________________________
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 No.399134

File: f205ff8a40a11c2⋯.png (378.29 KB,925x448,925:448,how wizards work.png)

Some ideas to work with, which I've rolled around my head, but can't bring myself to do anything with

>Isekai'd into a Star Trek noblebright (but potentially existentially terrifying) sci-fi future with own ship

>Isekai'd into a post-apocalyptic future (because who hasn't wished for something like that before?) with some kind of special weapon or technology

>Standard fantasy isekai, but instead of RPG shit, MC is given Kamen Rider powers

>Isekai'd into Inchling world, as an inchling, with the full strength of a normal sized person

>Comedic Fantasy Isekai where a NEET/Hikki wizard is granted actual magical powers based on his actual wizardhood. The BBEG sends all kinds of sex demons after him in an effort to depower him

>Fantasy Isekai where the MC'd special God Gift is hemalurgic magic, which can be used for healing, because MC'd blood is full of antibodies and shit from a modernized world. Everyone fears the MC and his terrifying blood powers.

>"That time I got isekai'd into a generic fantasy world as an immortal, indestructible mecha"

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 No.399180

>>397952

I've got some questions about writing in general.

When I think of stuff it's rarely fleshed out (characters or scenes I like) then I build from there, or I do worldbuilding and end up with so wide a berth to work with I don't know what to do.

Recently I had a concept I sort-of liked, but then another aspect became more intresting to me.

The original was standard fantasy stuff, party of people that take down some form of big bad. The main girl being a hunter, and using a crossbow or bow as her main weapon (meaning even though she is the leader, her fighting is hanging back and dealing a killing blow). Maybe a spear (if only because we've seen swords been done a lot). She had some quirks here and there (phobia of large fangs or teeth born from seeing a rotting corpse of some animal like a rabbit when young, and the receding skin made the teeth look larger. Would tie into fighting certain monsters like vampires).

While this wouldn't be something that'd happen initially (like "mid-way" through an over-arching story), she'd figure out wounds and scars are healing too quickly to be normal. She then learns she's a phoenix. Phoenix' would be tied into the creation myth. They fought titans, dragons, demons, gods, and genies. Phoenix were the biggest faction since they didn't die, and the gods had to work with other beings to do something to stop them. The few that were left bred with humans and other races- their children not being half-breeds but merely looking like the other race until their powers awoke (being exposed to phoenix ash- which is kinda rare). The BBEG becomes the last Phoenix trying to wipe the plant clean and trying to talk the hunter girl into helping, yadda yadda.

Never really liked it beyond a handful of scenes.

When I got thinking about other characters in the "party", one of them kinda clicked a lot more. A berserker style character that gets uber strength when mad. They say write what you know, and I've certainly had times where I've been lied to and it feels like losing your temper is the only way to get what you want. So this character would begin to learn getting mad can have disastrous consequences, but deal with shit that frustrates him/her. A lot of focus on how much a promise from a person means and all that. Though there is the moral concern of unintentionally glorifying losing your temper to solve a problem to a younger audience.

Finally, I did a ton of lore in the unorthatox magic thread a while back over "Blanket Mages"

>>337016 https://archive.is/3WMTw

Some other anon posted it and I elaborated upon it.

>>363959

Basically a religious group that believes sleep is paramount to realizing potential, with access to magic that can make sleep easier and manifest pillows, blankets, etc. The religion also acts as Inn inspectors/raters. I kinda wondered if a story about your "usual" band of jaded adventurers traveling with a blanket mage would work. Feels manga/anime as hell, but they'd become less jaded as they travel with the mage due to his/her world view, and he/she will get them out of jams with very unorthadox magic.

If I had an artist at my fingertips I'd probably be a lot more motivated to do a story (I prefer the format to writing for film/comic/etc than prose within text. I need practice to hit the balance between too little and too much description and metaphor). But what of the above sounds viable? (I get execution is kind of more important than concept, but I am curious).

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 No.399462

File: e10a372564f10af⋯.png (1.06 MB,877x720,877:720,ClipboardImage.png)

>>399134

Had a fun idea today, but I don't think I could write it because I don't know enough about idols

>Pair of bros reincarnate into a RPG-esque fantasy world as cute girls

>God has gifted them both with the super rare and unique job class "Idol"

>no offensive abilities whatsoever

>which sucks because the nation they've appeared in is at war

>all their magic is related to creating light shows and stage effects and changing costumes

>MCs must become the best Idoorus and become the Goddesses of Victory by using their bardic buff magic and elaborate stage shows to bolster their army

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 No.399712

>>399462

Why do they have to originally be men?

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 No.399716

>>399712

Because that's my fetish. Also, because it's a lesser used Isekai cliche.

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 No.399726

File: 81cd740ed4c352e⋯.pdf (1.2 MB,Anime Ninjas.pdf)

>>399716

Well I didn't start it in November but I did finish it in November. more or less

So here it is, a Naruto RPG I made on a whim. Took me way longer than I thought it would to hammer out 30ish jutsus.

I don't really plan on expanding it much unless anyone cares at all or if my friends like it. Also be aware that its pretty lighthearted and the advancement xp requirements are pretty arbitrary.

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 No.399967

File: 6614fc1a514391f⋯.jpg (154.83 KB,800x694,400:347,pure_monstergirl_asks_for_….jpg)

I don't have much to show for it yet, but I've now successfully run two sessions of an RPG that I slapped together. It needs a lot of fine tuning and the document isn't even worth sharing yet, but I'm doing something, I guess.

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 No.399972

>>399967

Whats it about? How many pages is the doc?

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 No.399978

File: c09658a145e3f38⋯.jpg (481.47 KB,1228x758,614:379,20101120.jpg)

>>399972

Magic Assholes in Space is a very rules lite, beer and pretzels about a magical sci-fi future where players can get into stupid adventures and have a few laughs. I've stolen a couple ideas from another game that someone else is designing and doing a podcast on called Space Kings, specifically, using a deck of cards for each player instead of dice. Faces and Aces are successes, with the addition of players being able to pick one number to act as their lucky number, which counts as a bonus success the first time it's drawn during a flip.

Characters toss points in 7 different attributes, and split some other points amongst about 15 skills and one school of magic. Skills are pretty broad and vague, like "Fight" or "Ships" and depending on the action being performed, they get paired with one of the attributes. The magic schools consist of a general, fairly broad concept, like Nature, or Time, or Technomancy, and are paired with a short list of keywords that act as the guidelines for what a player can do with that magic. Still toying around with it, and it comes off as kind of broken, but because everyone has access to bullshit broken magic, it evens out.

Currently, the document is about 9 pages, with an earlier brainstorming draft adding another 5 pages. In the two sessions we've run, a combination of GM guidance and player input has shaped the setting on the fly. I'm pulling more from lighter, narrative-driven RPGs where settings and story beats are partially in the hands of players. So, for example, some events dumped the players in an unknown location, which I prompted one of them to describe. He decided they were in "dark space" which is the area between Galaxies, because he wanted the setting to take place on an intergalactic scale. Luckily for me, a lot of this sort of stuff means I don't have to get bogged down in lore dumping and world building while working on the game. Instead, I have the stranger trouble of finding the best way to codify on the fly setting creation for anyone who ends up reading my document.

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 No.400576

File: f90dff11ed21b3c⋯.jpg (354.74 KB,849x1200,283:400,18242284.jpg)

The month is almost over fuck that went fast and only a few of us will have anything to show for it, but I think that's to be expected. November is a shitty month to tell people they should try and write a fucking novel.

For next time, or at least going forward, I think we either need to pick a better month or adjust the idea so we're doing One-Month Homebrew Projects or something to that effect. Maybe even copy /agdg/'s format and set up a specific day far in advance to be demo day, where we share our early drafts and playable versions. Since we're talking about tabletop games here, we'd either have to share audio or video of the game being played, or host playtest sessions with random fa/tg/uys. It would be difficult to organize, but we'd have plenty of time to figure it out.

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 No.401461

File: ed63f5717cf7d85⋯.jpg (346.75 KB,778x1102,389:551,7ff2aee304fba39cf5811c4bbc….jpg)

Last day of November! Time to post what you've got!

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 No.401549

File: 83af5ed674dfdee⋯.jpg (146.4 KB,1280x1440,8:9,1542492636540__oh_god_no_p….jpg)

>not big on reading anything that isn’t badly written rpg rulebooks

>want to get good at writing

nanowrimo made me realise that I’m fucked.

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 No.401551

>>401549

Only way to git gud is to keep practicing and studying. Read more books too.

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 No.401617

File: d99aa2e1798b447⋯.png (76.93 KB,188x264,47:66,2_int.png)

>>401549

reading books is always good advice for people who want to write. Luckily there are lots of options (including authors who used rpg's to help flesh out their stories, Roger Zelazny comes to mind). So read good rpg's or better books or at least read lots .

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 No.401984

File: 5ff784b5dfd571b⋯.jpg (368.21 KB,950x1335,190:267,4714027.jpg)

I meant to get a rough draft of Magic Assholes In Space ready by the end of November, but the pure shitty-ness of November has carried into December, and now that I'm really forcing myself to sit down and write for it, I'm faced with the horrible realization that most of the game exists in my head and what I have in the document are just my half-baked ideas and scribbles.

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 No.402103

>>401984

Post the doc

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 No.402120

>>401984

Never give up hope, Anon. If your ideas are solid enough in your head, you just need to find some new ways of capturing and organizing them. I myself have taken up audio recording because sometimes you can explore your head a lot easier if you aren't concerned about how it sounds "on paper."

More importantly, a fresh pair of eyes is all it takes some times to get over the fear of your own work being garbage; so go on and show somebody what you're made of.>>401984

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 No.402201

File: f645eeef01ccefb⋯.pdf (568.66 KB,Magic Assholes In Space - ….pdf)

File: 73d9dfed96d69f2⋯.pdf (57.87 KB,MAIS Sheet - V1.5.pdf)

>>402103

It's really not much to look at right now. Lot of redundant text and half-assed notes right now.

>>402120

I think you got the wrong idea. I just ran out of time to work on the game during November, so I couldn't get enough done by the 30th to present a more acceptable early draft of the game. I'm already in the process of playtesting it and so far, all my players have responded very positively and have been eager to offer input. They really like the idea of being able to help shape the game from its earliest stages.

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 No.412298

File: bbff757a01a173f⋯.png (574.28 KB,882x1200,147:200,1398671108812.png)

>>400576

>For next time, or at least going forward, I think we either need to pick a better month or adjust the idea so we're doing One-Month Homebrew Projects or something to that effect. Maybe even copy /agdg/'s format and set up a specific day far in advance to be demo day, where we share our early drafts and playable versions.

Since this thread is still around, I'll bump this idea instead of making a new thread. We don't have an active homebrew thread and I'm sure that many of us know the struggle of trying to muster the motivation to keep working on a project with no feedback or guidance. Instead of discussing it at length and trying to come up with something, why don't we just do this:

Friday, April 5th will be Homebrew Show and Tell Day

Anything you've been working on, but haven't really put enough work into, pick it up again, dust it off, and put in some work. Ask for help, seek inspiration, and try to get a semi-presentable rough draft ready so you can show it off to /tg/ and seek feedback and advice.

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 No.412506

File: 1150f18dd4ee54e⋯.jpg (97.76 KB,1111x719,1111:719,agents_of_sin__envy_by_cra….jpg)

File: 1150f18dd4ee54e⋯.jpg (97.76 KB,1111x719,1111:719,agents_of_sin__envy_by_cra….jpg)

>>412298

You know I think you might be onto something. I'll see if I cant get this soldiers of sin thing I'm working on done /draft 1ish for then.

>im working on tables

<The TN for General Ambush activities

TN 10 - Prepare an adequate ambush attempt and ensure surprise until you and your men make your first attacks.

TN 12 - Misinform and lure an enemy unit into your ambush. You get to choose the location of the enemy unit within reason (as long as the placement of your soldiers confirms with the terrain and basic principles of soldiery)

TN 14 - Camouflage a bivouac and your unit thoroughly from detection allowing you to operate undetected by enemy soldiers for up to a week. Hide a small number (one or two fire teams or 1d6+2 men) in a completely unexpected place, escaping both detection and ensuring you attack first and with surprise.

TN 16 - Counterattack an Ambush, your attacks and actions during someone elses ambush are no longer surprised and gain a +1 to all rolls.

TN 18 - Camouflage a bivouac and your unit thoroughly from detection allowing you to operate undetected by enemy soldiers for up to a month. Hide a large number (up to a platoon) in a completely unexpected place, escaping both detection and ensuring your first attacks are with surprise and at a +1 bonus.

TN 20 - Counter Ambush an Ambush. You are considered to be not surprised and gain an extra round of attacks before the enemy can react to your Counter Ambush. Any bonuses they received for their Ambush are replaced with a flat -1 penalty and all of your actions during a Counter Ambush are at a +1 bonus. The Counter Ambush can involve soldiers who are not under your immediate command but like the tactical genius you are, you will have to explain to those units commanding officer’s why they were there just when you needed them waiting to ambush an ambush Creed. This can of course happen after the ambush.

.

<The TN for General Fire activities

TN 10 - Clear a barrel obstruction, clean a weapon or otherwise clear a jammed or inoperative weapon.

TN 12 - Fire a Rifle or Sidearm at a target within 30’. This TN increases depending on the awareness of the target, how much cover they have and how big they are at the OC’s discretion.

TN 14 - Provide suppressing Fire to friend or ally. That ally is considered to have 3/4ths cover for their turn and you gain an additional attack against any enemy that tries to fire at your friend or ally. This empties the magazine of the weapon you are using.

TN 16 - Accurately use semi or fully automatic fire dealing double damage to anyone in your firing arc. This empties the magazine of the weapon you are using. Accurately use a larger then normal weapon such as a SAW or a mounted gun or RPG or mortar.

TN 18 - Fire at an exceptional range (more then 1000’ generally) dealing double damage with your weapon or return fire unexpectedly at a enemy also dealing double damage during their turn.

TN 20 - Kill one enemy dead, this attack takes two turns and some enemies (particularly anyone bonded with a Sin or a Virtue, enemies with full cover or enemies obviously not in the range of your weapon or eyesight) are immune to this. If someone is immune to this you deal your normal weapon damage instead.

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 No.412521

File: eb1406f716feb7c⋯.jpg (193.34 KB,1280x828,320:207,agents_of_sin__sloth_by_cr….jpg)

>>412506

I always liked Crazy Asian's Agents of Sin and Virtue. Mind giving us an elevator pitch for what you're aiming for with your game?

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 No.412524

File: b840ae849643df6⋯.jpg (362.23 KB,1280x1656,160:207,Greed.jpg)

>>412521

a strelo/k/ lite game where PMC's fight it out with their demon enhanced operators as the world goes to shit (mostly due to free gold in the shadow realm) and maybe we discuss the philosophical importance of angels.

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 No.412690

File: aac60579532b48e⋯.gif (1016.23 KB,500x375,4:3,1465682591965.gif)

How's everyone projects coming along? You have started working on something, haven't you?

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 No.412693

>>400576

>/agdg/ for homebrew

I would actively participate in such a thread once all other homebrew threads fall off the catalog. I seriously can't believe there's like 3 all dead. There ought to be a special circle of hell for people who make threads without checking the catalog on slow boards. I like what >>412298 adds onto this a date like /agdg/'s demo days. I can probably type up my cyberpunk homebrew by then. It's mostly complete but missing the most fun to write part: gear tables.

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 No.412829

File: 0edb085a3258ca2⋯.jpg (343.07 KB,1280x960,4:3,surreality.jpg)

>>412693

I can only find one actual homebrew thread, but it's been inactive for a long while now. I went through and gathered up a few noteworthy threads though. I think if we're trying to get back into a productive mindset, it helps to actually put your mind on the subject of game design and creativity. Reading through some of these threads and getting the gears turning might be helpful. In my experience, discussing ideas and answering questions about your plans can help when you come up with new ideas also. So, by all means, do talk about your stuff.

Homebrew Thread: >>316397

Idea Garage Sale: >>307973

Worldbuilding Thread: >>332161

Setting Building Thread: >>392400 (It's all kind of focused on jamming random ideas into a setting, but it's still something)

If we've got any writefags left, I'd also like to invite them to write up something for Show and Tell day, since this was originally partly a NaNoWriMo thing too. Game design is hard and pretty daunting, but the goal behind setting deadlines for each other is that it encourages us to do work and get acquainted with the idea of getting over that initial "idea guy" phase. It also doesn't hurt to get used to actually finishing projects. Don't get overly worked up about getting art and fancy formatting and print-ready quality for anything you're working on. Just keep working. Get the book laid out, make sure all your ideas end up on paper. Don't spend eternity in the sketching and refining phase where you're constantly re-wording paragraphs in the first 2 pages of the documents. Focus on keeping a forward momentum if you can help it.

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 No.412884

>>412829

Layout is honestly the hardest part of getting a game produced. There's a reason in the industry it's mostly done by the publishers. I'm typesetting my Cyberpunk game in TeX and will probably release the source. As for the threads in the catalog, I count three:

This thread: >>397952

The one you mention: >>316397

The low effort thread with little content: >>400418

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 No.412953

>>412829

I've got something almost ready to go. And with some play-testing behind it, at that. So that'll be fun.

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 No.413081

Been rolling around some story ideas in my head for the past few days based on the blanket wizard/somnum school of magic. Might type up something for it, but I'm torn between wanting to make it a standard fantasy story or an isekai thing, since that makes the MCsomeone who gets to learn about the world for the reader.

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 No.413085

>>412829

10k words in

>im beginning to remember why I dont get anything done for this sort of thing ever.

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 No.413523

ahh well i'll bump this. My first example. This may be a clsuterfuck but it will be a clusterfuck on april 5th dammit.

Two operatives Mike and Tango prepare to Ambush their victims Whisky and Foxtrot. Due to their extensive preparation and success at tailing their victims (one of which is a civilian that has stepped in to protect Whisky), Mike and Tango received -2 to the DC of their Ambush roll. Mike being the Engagement Specialist rolls for the team rolls a +3 bonus which is 4d6 best 3 +1 against TN 12 (normally 14 but reduced due to the situation). Mike rolls 5, 5, 5, 1, taking the best 3 is 15. Mike rolls 15 beating the TN by 2 and receiving a pop, which he can use hold onto or use to set up the ambush quietly, quickly or stealthily. Mike decides to hold onto his pop for now. Mike explains how he carefully uses the confusing layout of City Alpha to trick Whisky and Foxtrot into his trap.

Initiative: Now that the ambush is in place combat begins. Every character rolls 1d6 + engagement (M3, T2, W2, F2) for Initiatives of 6 for Mike, 8 for Tango, 8 for Whisky, 7 for Foxtrot). Because Whisky and Foxtrot are surprised they miss their first actions and cannot declare objectives (marking them as surprised).

Declaration: Mike and Tango declare two objectives (Mike to provide suppressing fire to keep them in place while Tango dispatches them in hand to hand). Whisky and Foxtrot do not get to declare objectives but will get to act on the 2nd turn this round.

First Turn: Highest Initiative goes first, 8 for Tango. Tango moves into melee range of Whisky and Foxtrot. Whisky and Foxtrot lose their first turn actions because they are surprised. Mike makes his Suppressing Fire check (Rolling 3d6 +2 , getting a 5, 4 and 2 which with the plus 2 is a total of 13, not successful against the Suppressing Fire TN of 14. Mike uses his pop to do so stealthily and does not betray his location (but does consume his pop). Whisky and Foxtrot lose their first turn actions because they are surprised.

Second Turn: Highest Initiative Goes first 8 for Tango and Whisky, surprise loses ties so Tango goes first. Tango attempts to beat on Whisky with her bare fists. Tango makes a Hand to Hand check vs Tn 12 (hitting a trained opponent) at +2 from her Subtasks. Tango rolls a 6, 4, and 3 on the exploding die (marked as 3e going forward) Tango’s total is 15 which is a success and a pop. Tango uses the pop for more damage and deals 3 Scratches to Whisky. On Whisky’s turn she withdraws, moving away from Tango. (if Mike had been successful on his Suppressing Fire Check, he would get to make an attack here). Foxtrot foolishly attempts to demand Tango’s attention (Tn 10 Rolling 2d6 for a 2 and 1 failing). Mike attempts to make Whisky hit the deck with his suppressing fire rolling 16 against TN 14, using the pop to stay concealed. Everyone has acted and achieved their declarations. The round is over and new Declarations happen.

Initiative: Every character rolls 1d6 + engagement (M3, T2, W2, F2) for Initiatives of Mike 9 Tango 5 Whisky 6 Foxtrot 6.

Declaration: Whisky and Foxtrot declare their intention to Surrender. At this point no other rolls are necessary as the enemy is throwing themselves on the victor’s mercy. Mike and Tango take Whisky and Foxtrot into custody (Whisky notably blackening up around the face) and the real fun begins.

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 No.413876

File: 42b9f81dd060aed⋯.png (378.33 KB,374x880,17:40,flap flap.png)

Where the fuck does the time go? April 5th is just about 2 weeks away already.

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 No.413940

>>413876

It's true. I hope I am able to put together something playable at least.

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 No.414065

So, I've been thinking about making a board card game about people surviving an horror movie where players don't only have to collaborate, but keep secrets for their own survival, depending of the scenario.

There would be four modes: Slasher Movie, Survival Horror Movie, Thriller Movie and Assimilation Mode (which is a mixture of Thriller and Survival Horror Movie modes, like John Carpenter's movie).

There would be event cards, randomly generated character cards, weapon cards and stuff like that, yet I'm still thinking how to do the rules and what cards to make.

I'm not sure if there is a market for silly horror card board games

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 No.414072

>>414065

>I'm not sure if there is a market for silly horror card board games

Don't get hung up on stuff like that. Getting game on the market is many steps removed from actually making the game. If the idea really inspires you, I'd say start working on it. Lay it out on paper, prototype some stuff, see if it even works the way you envision it and if it's worth putting more work into. Worry about marketing and selling the game if you ever finish it.

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 No.414116

>>414072

I'll have to make some prototype cards then. I have the mechanics and what kind of cards to play, but I'm just not sure how to balance stuff. The number of copies of a trap, the number of copies for resources, the number of copies of events... stuff like that.

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 No.414119

>>414116

>but I'm just not sure how to balance stuff

That's what playtesting is for. You can make some quick and easy reusable cards with some playing cards, clear sleeves, and notecards.

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 No.414768

File: 2b7c9db30525790⋯.png (446.92 KB,900x725,36:29,wizard.png)

Dawn of the final week. How many of you unproductive shits are planning on having something to share? I've still got some work to put in, but hopefully I'll have a PDF worth posting by friday. With any luck, I'll be doing more playtesting that same day.

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 No.414848

File: da29f2d724adf0c⋯.jpg (95.39 KB,640x514,320:257,GETINTHEFUKKINROBOTYOUSHIT.jpg)

>>414768

I am working on one so that makes 2 at least

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 No.414868

>>414768

I'll have something. Complete? Hah.

Turns out I was busier than I thought. And also I scrapped and rewrote the project for like the twelfth time, so there's that.

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 No.414881

>>414868

No one is expecting anything complete. Just a rough proof of concept.

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 No.415244

File: ed7b7f01f7ff98c⋯.gif (1.63 MB,452x474,226:237,rattling_bones.gif)

Time's ticking away. Ready those PDFs and excuses for why you have nothing to show for tomorrow!

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 No.415269

File: f968e4cc1b3f3bf⋯.jpg (366.69 KB,966x682,483:341,skel growing stronger.jpg)

>>415244

>I GOT A PDF AND EXCUSES AND AINT NOTHING YOU CAN DO ABOUT IT SUCKA

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 No.415319

No niggers showed up for show and tell

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 No.415321

File: 5b08345c2ba356d⋯.jpg (5.38 MB,2000x2828,500:707,1409089429455.jpg)

>>415319

We've put it off long enough.

TIME TO POST WHAT YA GOT BOYS.

∞/tg/'s FIRST ANNUAL HOMEBREW SHOW AND TELL STARTS NOW.

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 No.415326

File: 3ce720747c8b789⋯.pdf (169.74 KB,MAIS Sheet - V3.pdf)

File: ff6c4d617c139bb⋯.pdf (270.14 KB,Magic Assholes In Space - ….pdf)

File: 809642ea8bab82a⋯.jpg (1.19 MB,1733x1920,1733:1920,maxime-gainche-kid-rebirth….jpg)

Firstly, my excuses: Time got away from me and I didn't get nearly as much finished as I wanted to. A lot of the work I've gotten done has been in the last few days and I still didn't get as far as I planned on. Right now, I've got a few minutes before I need to run out the door and hurry to the game night/playtest I set up with my friends.

Magic Assholes in Space was mentioned earlier in this thread and I've seen gone back and continued to tweak it, add new rules, refine the skill list, and change up the way magic is handled for character creation.

MAiS is a rules lite-ish game about going on stupid adventures in an ill-define magical sci-fi universe that is purposefully left vague so it can be filled out and defined by the kind of characters players will make and the dumb things they'll come up with in the middle of the game. Instead of dice, it uses a standard deck of playing cards. Players flip a number of cards equal to the Attribute and Skill being used to perform an action. Face cards and Aces are Successes, and the more successes flipped, the better the outcome. Number cards are neutral and Jokers add an unexpected twist to the result, usually comedic.

Besides Attributes and Skills, PCs also get Special Qualities, which are their Magic, their signature Gear, and Traits, which kind of cover any weird alien biology they might have, additional features like wings, or basic stuff like having special training or whatever.

Everything past the Special Qualities section in the PDF is unfinished and consists of the rough notes and half-assed ideas I was still toying with. I hoped to have more of that nailed down so I could start working on the combat section, but for the moment, I've got enough to make things playable.

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 No.415333

File: 27add3e55be9914⋯.pdf (1.36 MB,Soldiers of Sin RPG.pdf)

File: 759978668fc1bc2⋯.jpg (483.37 KB,1280x1656,160:207,Wrath.jpg)

>TIME TO POST WHAT YA GOT BOYS.

Well here we go.

>Things I like about the game

Strong emphasis on small bonuses

Strong DM control

Emphasis on the game subject matter

Interesting concept

Feels like Vampire Quickstart

<Things I don't like about the game

Writing is so so, didnt get a chance to do a second revision

Game mechanics are tight but not sure if fun

Needs more examples/guidance how to play

Didn't get the art incorporate

Showed my faggotry a little

Feels like Vampire Quickstart

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 No.415355

File: 8b47dcd7554c0b2⋯.pdf (954.07 KB,BSA5.pdf)

File: dbeaddfd559e633⋯.jpg (48.36 KB,390x553,390:553,FantAv5.jpg)

This isn't everything, technically. I also have a bunch of older drafts, plus the monsters and treasures books and all of that other trash. It's an OSR-derived game; the home-brew rules that I use in my own games.

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 No.415390

>>415326

>>415355

Well I guess its time for reviewing. reading thru these two and will get back to you so far.

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 No.415484

File: 6e3ad3acb46ed11⋯.jpg (519.81 KB,1385x1102,1385:1102,1362164166727.jpg)

>>415326

I still need to read the other two systems, but I figured I should post some notes from the last playtest session.

>Core mechanics work nicely

>Letting plays Fold and Stay on skill flips gave a nice sense of control

>2/3rds of character creation went very smoothly

>Letting players run wild with their character concepts resulted in some of the most unique characters I've ever had in a party

>The loose sci-fi theme translated well and didn't cause any problems or confusion

>The card count as HP mechanic worked well enough. Might need some refining, though

<I need to get better at teaching the mechanics and terminology without taking an hour to do so

<point totals for Attributes, Skills, and Special qualities need fine tuning

<the skill list needs tweaking too. We ran into a couple issues where they were a little unclear and we encountered a situation where there was no applicable skill for an action

<I'm going to have to ditch the idea of not having any paper or book on hand when it comes to stuff like Magic and Traits

<Traits need a ton of work, because they were the most unclear

<Gear was also unclear and the boost mechanic might be better suited for more active, combat heavy games

<Character sheet needs tweaking too

<Need some rules for actions that involve augmenting things with magic (Att + Skill + Magic) and how to keep them from being too broken

At the very least, when we wrapped up for the night everyone was eager for the next session. So they're enjoying things and they want to keep playing. Makes for good motivation to keep working.

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 No.415791

File: f9f73005b390a6c⋯.jpg (206.34 KB,640x432,40:27,1351538275666.jpg)

Homebrew Show and Tell day was a thing that happened. We had people participate and that's a great start, if you ask me. Going forward, we'll have to set another date and keep this going. I think this thread has served a purpose, but in the future, I'm going to say it's better to stick to the Homebrew thread ( >>316397 ) and to encourage each other to keep posting and talking about our projects and seeking feedback. It would be nice to see many people participating, but we'll have to get there with small steps.

For anyone who didn't participate, do your fellow fa/tg/uys a favor, read their shit, and tell them they suck and ways they could improve.

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