No.397952 [Last50 Posts]
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'
____________________________
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No.397966
Not really throwing out ideas or concepts, but this thread seems like an appropriate place to fawn over the growth of my project.
November's gonna be a good testing month for my card game. In early October I tested an earlier version (with two copies of just one sample deck) in-house and I was very satisfied with the results. Since then the game has gone through two revisions and I'm close to finishing the third of four sample decks for use in online alpha-testing. These online tests will also coincide with the development of an RPG system I'm planning that will follow some similar design principles, though they will be incorporated quite differently. I plan to take the card game public in-or-by February, and continued expansions will follow that. The RPG I'm playing more by-ear.
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No.397974
Well I am going to be trying for once (just to prove I can knock out 50k words in a month if nothing else). I can appreciate NGDM but I'll have to wait til after for that.
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No.397979
>>397966
Congrats, man. Getting to a playable state alone is a lot more difficult than it seems, let alone having the chance to revise and test it again and again. You'll have to tell us all about it.
>>397974
50k words shouldn't be all that daunting, because that's about a Light Novel's worth of writing. The trick is staying consistent with your work habits and not allowing yourself to stop and get hung up on tweaking minor bits of dialog or constantly rewriting chapter 1.
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No.397989
I'm thinking of writing something this november, or i've actually been thinking of writing something for a while now and this is as good an excuse as any. Though I already know my shit work ethic and willpower will continue to be my biggest blocks. Other than improving that, any tips or prompt ideas you guys have? I've been tossing around the idea of trying to make a story that actually captures the feeling of Halloween that I enjoy that so many other things tend to miss, (spooky, mysterious, colorful, dangerous, i guess kinda Fae like) but I don't know how that would pan out.
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No.398026
Well, I doubt I'll ever finish my story, as I've pretty much hit a wall with it. But just so it doesn't go to waste, I'll post what I've completed here in the thread.
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No.398027
>>398026
Is it a rat? A lizard? An aardvark?
Eril wondered at the creature in front of him. Its long leathery snout protruded from a face of floppy ears and bead-like eyes. An oversized leather pack hung from its back with sword, shield, and frying pan clearly visible. Covering its plump body were clothes that were neither disheveled nor orderly. Standing three feet tall on hind legs, two sets of clawed fingers gripped around one walking stick.
Eril spoke slowly to ensure the creature might understand.
"DO YO-U SPE-AK COM-MON?"
The creature made no response. Instead, it slowly approached Eril, stopping just short as if observing.
*Whap*
The walking stick had struck true; nursing his forehead, Eril only half-listened to the scathing sermon that followed.
"What rudeness! Do I look uneducated? I speak Common better than your dimwitted attempt." The creature was furious. "This is why elves are no good."
Not wanting things to end with that, Eril the elf pressed on. "I've been wondering for a while now, but just what are you?"
*Whap*
"Seriously, rudeness after rudeness," mumbled the creature.
It heaved a sigh, then continued. "'What' I am is Persnickety Winkle, or better referred to as Snicks. If it weren't obvious already, I am an adventurer." Slight disdain was directed at Eril. "With my introduction out of the way, now I ask: ''Who' are you?'"
"My name is Eril. Um... I guess that's about it."
"Well, Eril-Um, you're the first face I've seen for the past three weeks - at least, the first that hasn't tried its beastial best to kill me." Snicks shuddered momentarily in recollection of some grizzly moments. "I have questions for why an elf is this far off from the safe lands. So for now, I'll set up camp and you'll join me for supper."
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No.398028
>>398027
With a clearing found near a running creek, Snicks began to set up camp as Eril searched for drywood. By the end, a fire blazed beneath a hot stew, and the two sat around the set up as comfortably as they could manage.
Bringing out a map, Snicks began. "Alright, Eril, where do you come from?"
"I'm sorry. I can't really read maps," replied Eril.
Undeterred, Snicks drew a circle with his claw. "We ought to be around this general area. What path did you take to get here?"
"Well, I walked straight for about five days, say, from that direction."
Bringing out a compass, Snicks compared his equipment to the direction Eril pointed at. Finally, he came to a conclusion.
"Eril, that's the middle of nowhere."
"I suppose it would be. Mother and I rarely get any visitors."
Snicks thought momentarily: 'Mother? Eril doesn't seem like a child. Blasted elves; could they be hiding an entire settlement all this time?'
"Unfortunately, reaching the rumoured caverns is my highest priority. It's a shame, but I would've liked to meet with your mother."
At that moment, Eril's thin wooden bracelet began to uncoil itself and straighten into a wand. As Eril held the wand-like stick by the tips of his fingers, he then planted it upright on the ground beside him.
Violent curiosity whirled through Snicks's mind, but he forcefully composed himself. "I didn't think you could use magic."
"Huh? But I don't use magic. Mother never really taught me any."
"Then explain that wand."
"Oh, that's my mother."
Snicks's jaw dropped, then closed, then dropped again. In the meanwhile, the stick swayed its body in a wave as if greeting him.
"Do you expect me to believe that a stick gave birth to an elf?"
"Well, Mother was still an elf at the time. As for what she is now, I'm not quite sure how to explain it, but this stick is only a small part of her." Eril placed a finger to his lower lip as his gaze followed the surrounding canopy. "How familiar are you with forest witches?"
"I've met a few." 'Though this is no mere forest witch,' thought Snicks.
A few moments passed before Snicks began again. "Listen, Eril, how would you like to be my travelling companion?"
The elf boy paused. "There are things I still have to do outside of home. Though, they're not urgent."
"Then, I'll help you. That's what partners do."
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No.398029
>>398028
"Much appreciated." Eril smiled with a vivid earnestness. Snicks felt oddly captivated with the elf. He couldn't quite grasp why, though he began to suspect an enchantment at play.
With a heavy sigh, Snicks continued. "Well, if you don't know magic, then can you at least fight? I find it hard to believe that you somehow survived on your own for the past five days."
"No, I don't know how to fight."
"Useless!" cried out Snicks.
With claws to his forehead, and after more sighing, Snicks eventually calmed. "Ah well, I guess you're good enough for a conversation partner."
Snicks admitted to himself, that travelling alone in far-off woodlands was maddening. Any friendly face would do for the journey. And at least with Eril, not only was he friendly, but Snicks was sure the elf was harmless. No risk of betrayal could be found in the elf.
"Meow."
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No.398030
>>398029
Just then, a pure white cat emerged from the woods. It held a human-like grin. Too human-like, for two rows of perfectly human teeth were bared at Snicks and the elf. In turn, Snicks scrambled for his sword and shield.
"Aww, it's a cute kitty," said Eril.
"Eril, that is no cat. That is a creeping mewler. Stand back, while I deal with it."
"I have no idea what you're talking about."
"Eril, think for a moment! How could a domesticated cat live this far off in the woods? A normal cat would be gryphon food by now."
Eril ignored Snicks and began to approach the creature. It was then that the cat contorted itself. Its limbs bent impossibly, with its back to the floor, and its belly to the sky. Its jaw stretched widest of all, as if it had broken itself. Rather than a cat's tongue, what emerged was a massive pinkish arm, complete with manipulating fingers. The arm-tongue then dove for Eril's face.
*Lick*
"Aww, it's a disgusting kitty." Eril stroked its belly that was now its back.
Snicks was dumbfounded. By all accounts, Eril should have been strangled by the creature. Instead, what played before him was a scene too surreal for the seasoned adventurer.
"I don't believe this," grumbled Snicks.
Eventually, the creeping mewler was satisfied. It skittered away, with its tail blissfully swaying from between its legs. Eril waved goodbye at the creature as he returned his attention to Snicks.
"What was that?" asked Snicks.
"Didn't you say it was a creeping mewler?"
"No, I mean you, and the mewler, and the licking, and the petting. And the... what I mean is you should be dead by now!"
"Calm down, Snicks. The creatures of this forest are actually quite friendly. I was never in any danger."
"I don't think that's the case."
"I was confused on why you asked me on whether I could fight. Have you been fighting through the forest all this time?"
"Yes, that is the case. That is the case for everyone who has ever had to travel through these lands and others like it. It is why we designate lands where we don't have to fight as safe lands."
Snicks eyed the elf in front of him. If Eril was telling the truth, and the creatures were indeed friendly to the elf, then Eril's value as a companion was immeasurable. Still, the implications went far too deep and far too wide for the tired adventurer's mind.
"Today has been a long day." Snicks motioned towards the tent. "Please take first watch, and just wake me up when you're tired."
As Snicks disappeared between the tent flaps, Eril was left alone. The elf's mind was allowed to wander and it returned to its initial querying of just what sort of creature was his new companion.
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No.398045
>>398026
Next time, consider using pastebin or something.
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No.398055
I think that I'll finally go for NaNoWriMo this time around. NGDM is great and all, but it runs into the wall where I don't have players that can really get around that often, and over half the design process is in the play-testing. But writing in and of itself is a bit more of an internalized process.
>>397979
>constantly rewriting chapter 1
The reason I never finished a book right here. You almost need a policy of never going back to reread things until you've finished the project.
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No.398067
>>398055
The constant rewriting stalled more than a few homebrew projects of mine. I'd dread working on some complex aspect of the game, so I'd tell myself that going back and rereading what I'd wrote to tweak the words was just as good as doing other work on the game. It never was.
It's almost like drawing. You can get hung up repeatedly trying to redraw the same section over and over, or painstakingly detailing the eyes or some other little aspect of the picture, but if you don't finish the rest of it, it won't matter. You've gotta flesh out those other parts, put in some background details, some perspective, lighting, shadows, color, and so on. But to get that far, first you've got to knock out a decent rough draft that you can then return to and work over until you have a passable finished piece.
As for the idea to have elegan/tg/entlemen make some isekai light novels, I was going to link to that "Isekai and Isekai Accessories" thread from a few months ago, but it isn't showing up in the archive. There were some good ideas in there. Shame that the flood of shitty cuckchan faggot threads flooded it off the catalog. Shame on us for not saving it.
Either way, the idea of isekai stories is actually quite old, and even though the standard done-to-death incarnation is to reincarnate a protagonist in a RPG-esque world with levels and classes, and also to give them cheat powers, there's a ton of ways it can be done a lot more interestingly.
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No.398150
Drawing massive inspiration from >>388663 for my story.
4 high schoolers and the owner of their favorite store get caught up in alien crash-landing craziness and have to avoid government forces, other aliens and their parents (for the high schoolers).
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No.398319
The dice system I'm working on is one I've had in mind for a while, where a simple challenge with average chance of failure has a target value of say, 5. A character approaching that challenge without help, situational advantage, or training, would roll a d6. Instead of numerical bonuses from training, skills, situation, help, etc, they simply roll larger and larger dice. Penalties mean rolling on smaller dice. So,
>d4 (incompetent), d6 (Average), d8, d10, d12 (Very skilled), d20 (Almost certain success)
With a maximum roll on one allowing you to either take the result (For a failure that has little to no consequence) or try again with a higher die. Similarily, rolling the bottom of a die means the same: Accept your atrocious failure or try again with a smaller die.
Part of me likes the idea of having both extremes be exciting, but it seems like an awful lot of minutae, doesn't it?
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No.398502
>>397952
>I'd personally love to see /tg/ write a pile of half-assed Isekai stories
Remember when /tg/ did a weird, collaborative, kinda isekai story way back when on cuckchan? Harem Knights. Interestingly, they made a lot of the same mistakes that the current isekai trend is seeing. Namely that everything is too easy for the protag(s) and all the bitches trip over themselves trying to ride the protag(s) dicks. Also, it was literally self-insert fanfiction and it was cancerous as fuck.
I forget the quote, but some writing advice goes: "People don't like characters because they succeed, they like characters because they TRY." Or some shit like that. The idea is that a character who struggles, even when they fail, is more interesting and likable than a character who justs gets everything they want without sacrifice or risk. Isekai protags often have the trouble of being really low stakes on top of being saturated in a lot of typical anime cliches, which isn't always bad, but it primes things for some pretty predictable storytelling. The problem is that a lot of people seem to want that sort of safe, generic storytelling.
What matters here is the way in which its presented. It's like people calling out "the hero with a thousand faces!!!" everytime they recognize a basic hero's journey plot structure, or identifying a certain character as pandering fanservice. While these can be perfectly accurate analyses for stories, it doesn't automatically mean they are bad or that they can't be enjoyed. Star Wars (the original trilogy) is a hero's journey story, but what people like about it is the presentation, the settings, the characters, the way that journey is played out. The destination may be somewhat obvious, but it's the journey that matters to audiences. Likewise, you can tell a generic isekai story, but it can still be fun to read if it's done well.
You can have a big tiddy elf slut secondary character who is only there to be lewd and readers might love her if she's written in a fun and enjoyable way. Not all readers, of course. Some people will just be picky curmudgeonly cunts no matter what you do. Conversely, you can bend over backwards, jump through every hoop, and painstakingly try to avoid every cliche and trope, making your story a massive original subversion of the genre you're writing.. and it can suck. With Star Wars, again, the new movies attempted to "subvert expectations" and retarded critics ate that shit up and pretended it was the most brilliant thing ever. However, subversion doesn't automatically mean it's good, no more than pandering means something is bad. They tried to subvert expectations, and they did by making the movie a giant pile of unwatchable shit, and despite "challenging the audience" or whatever, they ended up with a boring story, unlikable characters, a moronic plot, and a massive backlash from the people they were desperately trying to encourage to buy their merch.
tl;dr - Your story can be generic and typical, but it can still be good -- and your story can challenge every expectation and still end up shit. Either way, write something that is fun and enjoyable that you like working on.
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No.398506
>>398502
So I typed a bunch of shit and still didn't really talk about isekai stories.
Like I was saying, the problem with a lot of isekai stories is that the central pillar of the story, moreso than the MC being someone dumped in another world, is that they are given cheat powers, or they discover something that allows them to gain cheat powers, like some absurd combination of classes, spells, and abilities. This isn't inherently bad, for the reasons I explained above, but it's all about how it's handled. In the bad examples, these cheat powers allow the MC to just waltz through every challenge and problem.
Exterminator is a good example of this. The series lures you in with the idea of a Pest control specialist using abnormal tactics on monsters, and then it just becomes a story of the MC murdering everything with no effort while women throw themselves at him and beg for his dick. Herest Spider does something similar, where Kumoko is surviving on wits and strategy over power and brute force, and then she's given a bunch of bullshit super powers and suddenly there's very little danger until some huge, bullshit God Monster shows up, which will only be a threat for a short while before the next set of bullshit cheat powers is piled onto her and the audience is forced to sit through chapter after chapter of the author fapping about all the skills and abilities Kumoko has.
The problem is that these stories feel aimless. Kumoko keeps getting stronger because... Kumoko needs to keep getting stronger. She unlocked some bullshit game admin magic that is letting her power level and that has become the plot. Exterminator got super powerful and now he's just sort of wandering around. There's the barest hint of a mystery, but most of what you get from the story is some unstoppable paragon of morality knocking down 1-dimensional baddies and collecting women, none of whom he has any intention of even touching, for some reason. Although, if he was just murdering baddies and fucking women endlessly, you'd get Grashros instead, where it's poorly played for laughs how the author keeps building up tension for nothing, so the MC can stomp the baddy in one panel, fuck a girl, and then move on to do it again.
Strong characters are fine, but they need challenges, risks, and stakes. Additionally, they need an actual goal or motivation and even if it's something simple, it can't just be handed to them. Any power they do have should not be the sole focus. This isn't always the issue with isekai series, but some of them do venture into obnoxious wankery where the MC just sits around for ages talking and thinking about what powers they have and how they've leveled up. Exploring the mechanics of the world and the magic systems in it can be fun. Plenty of non-isekai stories do it, too. It just needs to be done in a way that doesn't derail the story. Also, it helps if the underlying systems of the world are actually interesting, instead of just being some vague DBZ-esque power level. That sort of thing gets into good worldbuilding and internal consistency within a fictional setting.
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No.398509
YouTube embed. Click thumbnail to play. Here's a short story I did to wrap up a /quest/ (or possibly /qu/est or whatever, the board's split into several others and died or something, these days). The basic idea was "isekai (didn't know the term then) where armies from all eras of history clash and occultism/theology is real magic", the plot device being portals leading to different eras and locations. The short story served to close the first attempt at running the quest, where the players chose to be Early Modern Irish and fought against Han (Pre-Three Kingdoms) Chinese.
It's only a page, but is the most writing I've done in years.
https://pastebin.com/0xkHXWVw
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No.398521
>>398506
One of these days I'm gonna do an isekai about some concenience store middle-manager getting blown up with an entire goddamn gas station and the whole building, along with themselves, being isekai'd.
The store becomes something like itself, lands in a big city, and the (Now owner) manager needs to both learn about this new world and apply their learned savvy to even survive. Sure, there's not any combat, but there's something to be said about dodging "duuuuh super cheat power wins the fight again!" by just... not having fights or even cheat powers. Instead the conflict comes from
>How do I reduce theft if I have no surveillance system
>Who do I hire to run the till and clean
>How do I run inventory without my scan-held?
and so on.
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No.398541
>>398521
>One of these days
Why not now? It is NaNoWriMo, after all.
Technically, all you need for an "isekai" story is for your character(s) to be dumped into another world. If you want to follow the cliches, the few elements that tend to crop up the most, at least in this gold rush mentality surrounding the idea
>killed by truck-kun and reincarnated
>alternately, killed in unfortunate circumstances (illness, dying of loneliness, saving someone else) and reincarnated as a reward
>trapped in/transported to VRMMO world
>being teleported for unknown reasons to another world
>Meeting with "God"
>getting some kind of special power or gift to make survival easier
>a healthy body as an added bonus for reincarnating
>Reincarnated as something that's not human
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No.398543
>>398541
Reminder that the best isekai are the ones that are brutal to the main character and kill him off within a chapter or two due to death by wildlife, disease, or bandits.
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No.398544
>>398543
>this shit again
You are pitiful.
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No.398546
>>398541
>>398543
The best isekai are the ones where the hero is special not because he gets some special buff, but as a simple effect of him coming from Earth - either some advantage over the people present, or simply an aspect of himself as a person. Double if there are multiple trips between worlds.
Remember, John Carter and Chronicles of Narnia are isekai.
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No.398558
>>398546
Alice in Wonderland, A Connecticut Yankee in King Arthur's Court, Army of Darkness, The Neverending Story, and many others. The idea of poofing modern people into fantastical worlds is hardly new.
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No.398590
>>398521
Isekai Izakaya has a bit of this, but is mostly a cooking show
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No.398592
>>398509
It's really short, less than 500 words, so it's more of a flash fiction than a full-fledged short story. Because it's so short, and the scale is so large, the pacing is really hard to get right.
You weren't able to explore the part where occultism/magic is real, other than than the parts where portals suddenly appear. Because you're trying to aim for a little subtlety, I guess not every reader will get the historical references. And so, the reader might be confused, given how the (never confirmed) Han Chinese are suddenly fighting Irishmen.
Anyways, keep writing. I'm not a professional, so I can relate to how hard it is to just keep yourself motivated.
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No.398623
>>398558
The Alice in Wonderland comparison is especially apt, as she enters a world inspired by popular games.
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No.398652
YouTube embed. Click thumbnail to play. My current notes for stories, short or otherwise. Maybe there's some good ideas or inspiration, might take a crack at the two shorter options.
https://pastebin.com/reAxE852
---
This is the introductory post for a cyberpunk/hacking/matrix type quest. The rest of the posts have been lost, but I think the descriptiveness and tone is fairly on point, even if it's a silly concept.
https://pastebin.com/myYHbxXp
---
Another couple of fragments, this time of game systems:
The first based around the concept "lovecraftian X-COM" and my autistic love of the year 1500.
I recall doing two sessions before my group of randoms split, in which the party did some brief investigative work and fought some tentacles in a small English pub.
https://pastebin.com/J5nWFHxQ
The second, my most recent attempt, is focused around over-the-top kung fu action. This one lasted two or three playtest sessions but ultimately never went anywhere, the pastebin contains my descriptive writeup, game notes, basic rules and some lists.
https://pastebin.com/ev8GGmdn
>>398592
It was never meant to be anything fully-fledged, just a cap on the end of a larger /qu/est, so it's a bit out of context - the actual posts for it were deleted sometime in the last two years. here's the descriptive sections for the second time I tried running the quest, with an in-character introduction. I think I abandoned it after getting inundated with JoJo references.
This time, it was the Serbian Despotate and they were supposed to meet modern-day (or possibly White Russian) naval forces.
https://pastebin.com/9E8Sp1Xp
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No.398672
Going to preface this by admitting how desperate and even a little pitiful this idea is. For those who aren't in a position to knock out a novela in a month or who do not have the ability to design a whole game in such a short timespan (because November is a terrible fucking month to hold this event, and the NaNo people are fucking idiots for picking it)... but, if you want to do something for /tg/, you could instead resolve yourself to post more frequently. A certain number of posts per day, at least a set amount of posts in a week, all throughout the month, and hopefully continuing onwards.
Shitposting would make this pretty easy, but that's probably why there could be a catch. Posts having to be a certain length or of a certain perceived quality.
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No.398735
>>398672
>Imagine being able to perceive quality
<just imagine
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No.398753
>>398735
>he is unable to perceive quality
>he cannot interact with the abstract made tangible
>the cheetoh encrusted fingers of his mind's hands have never felt the velvety surface of a quality post
I bet your nose can't even smell shitposts.
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No.398756
YouTube embed. Click thumbnail to play. >>398753
The opposite actually, the stink of shitposts is all that pervades my orifices. Truly.
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No.398796
>>397952
I having a difficult time thinking of something to write about that is truly original.
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No.398797
>>398796
Honestly, if we were going to do this, we should have started the planning phase a few months ago, and also chosen a month that isn't infamous for Holidays, shopping, testing for all schools, and increased workload for every business.
Either way, planning a novel is hard. NaNoWriMo isn't about making something pretty and refined with immaculate worldbuilding and wholly original ideas. Swing by the garage sale thread (since someone just bumped it recently) >>307973 and peruse some random ideas. If anything inspires you, or gives you that little tingle of inspiration, just run with it. Start writing that story and just keep following through by asking yourself what would happen next.
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No.398838
>>398796
I'd honestly rather chase the vanity/I love it project then something original.
I got a wierd psychic but with alterantive timeline versions of yourself only (except for the big bad who is unantural in being able to "displace" someone from their proper personality cluster in order to spy/communicate telepathically , etc). Its a shit idea but I kinda want to run with it (or I can go with the best 12 year old idea I had when I was 24, singing teleportation rocks arrive from outer space and now we have a vetren diplomat who'se three days from retirement paired with a rookie linguist (because with aliens, that's important) who have to solve the mystery of who killed the creators of the singing teleportation rocks.
Im sure you'll think of something. Good Luck Anon.
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No.398847
I've been wanting to make a board game for a while now, but my ideas always seem to be too derivative.
I want to create a game kind of like Mage Knight, but with the characters traveling through cyberspace and reaching corporate monoliths. (Think Neuromancer graphic.)
I can't help but just see Netrunner though, and I want it to stand out somehow. The basic game idea is turns (maybe simultaneous?) with everyone using cards they gain with various programs and hard/wetware going around gaining "notoriety points" for taking down Server farms and maybe some PvP as well. The turns would have set number of actions and it would not be using the cards for the possible actions like Mage Knight. Just some deckbuilding to power up your "deck" throughout. I'm imagining a board representing the cyberspace with the players also having a personal "home" board to keep equipment and be vulnerable to meatspace attacks.
Any tips on how to not be just Mage Knight Netrunner Edition (tm)?
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No.398878
>>398838
The common thought with a lot of projects, whether consciously or not, is that it needs to be economically viable and potentially marketable. That's dumb bullshit. Don't think like that. Don't believe that you need to approach your fun past times as products that must be tailored for maximum demographic appeal.
Unless you're already contracted to write a book that's going to be sold in stores, just don't worry about it. If it's not original, no one will really care. If it's a little derivative, that's not the end of the world. Write what you want to write and put it out there. Maybe some people will like it and cheer you on.
>>398847
A lot of board games and card games are very derivative of each other, but they get away with it by selling themselves on theming and slight twists to the same general structure. Some games are literally built on the premise of being derivative, but having a different skin to them, like Monopoly, Fluxx, Settlers of Catan, Munchkin, and so on. Then you've got games like Lords of Waterdeep and Champions of Midgar, which both have a near identical core gameplay mechanic (place workers, get resources) but each one branches out in different ways and plays differently, despite one arguably being derivative of the other.
Go for it if you think it's something that could work out and be fun to play. If you've got the time to try it, why not give it a shot?
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No.398910
>>398878
I'll give it a shot then, but I'm counting on you and some other fa/tg/uys to help play test when it comes out soon(tm)
Tabletop Sim makes things way easier to prototype thank the lord.
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No.398952
Gimme some half baked isekai tropes and original ideas, harem bait etc. I'm getting shit done. Title is "In Another World With My Character Sheet".
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No.398960
>>398952
First thousand words, give me the first character and some bullshit to advance the plot. No telling if the remaining 49,000 can be reached but I'll make a half-decent effort. Criticism etc, but I'm not changing what's already written, beyond spellchecking, otherwise things will stall.
https://pastebin.com/gWk2Zutw
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No.398968
>>398960
Make the isekai meet another isekai, have the tropes start intereactign with themselves in wierd ways, have harem fights and the king is actually a reverse Isekai, a fantasy character who was run over by an ox and went to modernity and somehow made it back and thus became aware of the ((((Isekoi)))) among his beloved people
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No.399127
Been wanting to make a novel for a long time. First I had no motivation, now I have a clingy gal who gives me no time. One day, hopefully, I'll belt out more than a few vignettes. Mapped out what I want though, lest I forget. A colony ship crash lands on a verdant moon, the colonist split over whether to repair and move onwards or stay. Repairers decide to remove advanced tech from stayers by force, and the rest of the book explores /pol/emic philosophies such an act would create. When the only currency and resource of concern is imagination, desperation is the only means of production. The planet is Lucerne, the biosphere is mostly shallow seas and rainforests, and life is most comparable to the Gzhelian era of the Carboniferous period on Earth.
Azazoth's Dance, Clay Men in Sky Canoes 1
1. Ascent 2. Journey Bedeviled 3. God-smote
Landfall, the Universal Axis 2
1. Serendipity 2. Synchronicity 3. Providence
Insight, the Land of Nod 3
1. Twisted Flora 2. Twirled Fauna 3. Rock of Ages
Order, the Golden Flower 4
1. Foundation 2. Blueprint 3. Mandate of Heaven
Slow Chaos, the Begrudged Devil 5
1. Business Prospects 2. Hidden Enterprise 3. Deus Ex Congerio
Nyphelim, the Fall from Providence 6
1. Forbidden Lores 2. Silent Pacts 3. Exodus
Old Night, the Wisdom in Ignorance 7
1. Ultimatum 2. Execution 3. Clouded in Unknowing
Uman Manda, the Green Barbarians 8
1. Downgearing 2. Tribes of Lucerne 3. Magna Consolidationis
Vainemoian, the Tawny Wizards 9
1. Fane OS 2. Heretech 3. Rampancy
Angband, the Mountain Kingdom 10
1. Ruminating the Daylight 2. Reverie in Darkness 3. Long Roads in a Stone Ocean
Atlantis, the City Within Walls 11
1. Crystal Cracking 2. Winds Shifting 3. Sword of God
Schwarzensonne, the Green Flash 12
1. Armes à Enquérir 2. Uninvited Guests 3. Ultimatum Redux
Aparigraha, Jus Ad Bellum 13
1. Total War 2. Madrigal Counter 3. Wild Cat Destabilization
Genesis, Azazoth's Rest 14
1. Sky Crash 2. Three Corner Table Talks 3. Descent
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No.399131
>>397979
Thanks for the encouragement. Just got my testing material for the card-game (3 sample decks and a rulebook) all finished. I'm planning on dealing with some legalities this upcoming week before sending anything out to my testers, however.
Since I'm kind-of waiting until monday to move forward more with that, I figured this weekend would be a good opportunity to work guilt-free with my other project: the RPG. I had a general idea of how actions would be played, but now I'm trying to round out how they will actually function.
Right now, though I've only actually been able to in-house test the card-game, I feel fairly confident in saying both of these projects play way differently from anything I've seen so far. I'm hoping players will like that.
One thing I am trying to decide on is how I want to go about publicizing my games. I haven't really talked much about them mechanically here simply because I'm taking the idea of starting a TTG business from the ground-up very seriously. I know I want the card game to be entirely free-to-print, since I'm not fond of the randomness of booster-packs (IRL lootboxes) and I may need to "patch" cards via updates. So I'll likely open a website where players can compile, download, and print their own decks. I'd probably attach some sort of donation-box to this as well as try to make revenue at events. However, I'll probably try to publish the RPG as a material rulebook, as well as throw it on some PDF sites with a price-tag attached. I'm not sure if I'd rather release these under a company name (Something Something Media or whatever) or my actual name (Jack Steveson Games, for example). The latter would be easier for me to do sooner, and likely require less legalities and fees, but I would like to expand the brand to support developments that aren't solely my own.
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No.399134
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
>>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
>>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
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
>>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
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
Last day of November! Time to post what you've got!
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No.401549
>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
>>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
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
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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
>>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
>>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
>>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
>>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
>>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
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
>>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
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
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
>>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
Time's ticking away. Ready those PDFs and excuses for why you have nothing to show for tomorrow!
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No.415269
>>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
>>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
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
>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
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
>>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
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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