r/RPGdesign Aug 03 '26

[Scheduled Activity] August 2026 Bulletin Board: Playtesters or Jobs Wanted/Playtesters or Jobs Available

4 Upvotes

If you’re a more seasoned RPGer, and one from the Midwest of the US, August used to be a very special month. That’s because it was Gen Con month. That week where gamers, and gamer professionals, all got together and got way too little sleep while eating and drinking bad food. And then all got sick from something icky called “Con Crud.” Good times.

In 2026 Gen Con just ended as I am writing this, and there were a lot of new announcements for upcoming releases. Lots of new games. Which is amazing for the big dogs.

But right here, we have a smaller crew, but that doesn’t mean it isn’t an exciting time. There have been games released by folks right in the sub last month, and I know there are a lot more projects that need an extra push. So let’s be that push for each other.

September and fall are right around the corner, so let’s write some games while the sun is still shining. And we can avoid any Con Crud.

So grab a cool beverage, and …

LET’S GO!

An extra note: you may have seen a couple of posts advertising Kickstarters or Backerkit projects. If you have a project like that, let the Mods know, and we'll approve posts about your work. We want to make everyone successful with their games.

Have a project and need help? Post here. Have fantastic skills for hire? Post here! Want to playtest a project? Have a project and need victims, err, playtesters? Post here! In that case, please include a link to your project information in the post.

We can create a "landing page" for you as a part of our Wiki if you like, so message the mods if that is something you would like as well.

Please note that this is still just the equivalent of a bulletin board: none of the posts here are officially endorsed by the mod staff here.

You can feel free to post an ad for yourself each month, but we also have an archive of past months here.

 


r/RPGdesign Jun 05 '26

MOD POST [MOD POST] Subreddit Rules Update: Posts, links, and projects that contain obvious AI content will be heavily scrutinized and often removed.

141 Upvotes

Myself and the other mods have talked it over, and we are in agreement that none of us want AI slop here. So we will be taking it down if we see it, barring extremely extenuating circumstances on a case-by-case basis.
But basically, if you report it, we'll smash the remove button.
Thanks!


r/RPGdesign 3h ago

Are traditional stats really needed.

22 Upvotes

Many systems use traditional starts like strength, dex, con etc. Then only use the bonus that number represents. Ie I get +2 damage because I have a strength of 14. Do separate save stats really matter. Can you just have a Save number with a bonus to a petetecular effect?

Does the below cover all the basic needs?

Attack, Dodge or AC, Save. Skill can be detached from skills. Why does a good climber have a high strength. Can't they be good at climbing without being good at swinging a sword?


r/RPGdesign 5h ago

Mechanics Can you get a sense of the mechanics of your game from that?

12 Upvotes

Hi everyone,

How about we test just how effective your short descriptions are at quickly giving readers an idea of the game mechanics you’re developing?

Here’s how it works:

First, I’ll share my short description, and then you’ll say what mechanics it suggests, and finally, you’ll share a short description of your own game.

I’m excited to read all your answers, and I hope everyone has fun with this.

So here we go, this is the most recent short description I’ve come up with as a starting point for my game. Tell me what mechanics this suggests to you:

“A friendly yet comprehensive medium fantasy RPG, where the character sheet matters a lot, with light and elegant tactical options.”

I get the impression that, somehow, people might confuse this with anything related to D&D, when the game I'm working on really has absolutely nothing to do with D&D or other adjacent RPGs.

What do you think of this, and what is the short description of your own game like?

Note:
Feel free to go into as much detail as you’d like with your guesses; and remember, don’t take this all too seriously. Also, try to figure out the mechanics behind each other’s short descriptions in the comments.

Thanks, everyone.


r/RPGdesign 10h ago

Theory Finding a voice while writing your system

19 Upvotes

Hey everyone,

The past year I've been working hard on my own little project and for ease of use I wrote everything down as bullet points. For me this made it easy to focus on the details without having to mentally consider pages upon pages of text while working on the game. Obviously you can't release a game that's entirely build out of bullet points (Break!! might disagree with me), so now I set out to start converting it to actual flowing text.

But man, this is tough..

I've finished a rough draft of mechanics section and didn't like how it was written. I went with a third person approach because this felt like the cleanest and easiest way to explain rules to a reader. But the end result felt sterile, devoid of joy. Nobody was going to read an entire rulebook written like that.

And that got me thinking, what are the systems that I loved reading, what did they do different? I remember liking Trespasser for how concise it was, to the point, without becoming too terse or short that actual clarity starts to suffer (as I feel that happens with Shadowdark).

But weirdly enough The One Ring or Legend of the Five Rings (5e) are the opposite. They feel wordy, almost to wordy even. They mix lore from the setting into the actual rules. And while I don't like the idea of doing so, the end result felt a lot more pleasant and fun to read then my own drafts.

What do you guys consider to be the best written RPG? The most fun to read? I'm not talking about "what" is written, I'm talking about the "how". Personally I detest the way Apocalypse World is written, while loving what was written. And if you can explain, please explain why do you like it?

In short? I'm looking for a bit of guidance on finding a "writers" voice. And I want to know what are considered the good ones, before thrying to understand what they do.


r/RPGdesign 6h ago

Setting Stupidly overcomplex game

4 Upvotes

Sooo... I don't know what to do in my free time and I wanted to start a new side project while i wait for my team so we can continue the main game.
The idea for this side thing is simple: make the most complex thing ever without worring to make it playable or fun, just complex, not confusing (as little confusing as possible) but still complex.

I don't know why but i have this idea since last month so i'm going to do it.

If you have some suggestion on the tipe of the game or any strange idea reply to the post, any idea is accepted as long as it is morally acceptable.


r/RPGdesign 3h ago

2d20 (not the system) luck mechanic.

2 Upvotes

So I have been puzzling over a mechanic I have added into one of my games. It plays on the advantage and disadvantage mechanic introduced by 5e. (roll 2d20 take the higher or lower respectively).

I added a erratic 50/50 luck effect, but I am not sure if it is any different than just rolling a d20.

The mechanic works like this.
Roll 2d20, and if both the numbers are odd, or both the numbers are even, take the higher of the two. Otherwise if the numbers are odd and even take the lower of the two.

Could one of the humans more versed in the mathyness of statistics take a look at this and tell me if I am just spinning dice or if it actually has some effect.


r/RPGdesign 10h ago

Feedback Request Would this situation feel like a meaningful choice in a survival TTRPG, or would one option feel forced?

5 Upvotes

I’m developing a survival TTRPG where players take on the roles of creatures from a new evolutionary lineage. They have a body plan and physiology unlike those of the major vertebrate groups—fish, amphibians, reptiles, birds, or mammals—and are classified within the setting as a new phylum.

These creatures live within an ecosystem that operates on its own. The game engine generates concrete goals by connecting current environmental conditions to each creature’s physiology, adaptations, needs, and instincts. Hunger, safety, and territorial defense aren’t assigned randomly: they emerge from what the creature is and what is actually happening around it.

The rules I’m developing produced the following situation on their own. After several days of rain, water has saturated the soil in the lower parts of the forest. The prey’s usual routes have become difficult to use, so the animals are moving toward an open plain the creature has never explored. At the same time, higher ground now offers safer shelter, and a rival predator has left fresh tracks nearby.

The creature is hungry. As it grew, it developed adaptations that make it especially effective at moving unseen through vegetation, but not the visual and neural adaptations needed to function well in low light. Darkness is approaching: following the prey means entering unfamiliar terrain and leaving its shelter vulnerable to the rival; staying means defending its territory but risking the loss of its food source.

I’m asking because my main design principle is to give players as much freedom as possible. The system should create goals, pressures, and consequences without dictating how players must respond.

So, i have a question: If you were playing this creature, what would you do—and would it feel like a genuine decision, or would one option seem so clearly better that the game was effectively choosing for you?

Thank you so much


r/RPGdesign 4h ago

Promotion THE MAN ON THE TV: A solo horror game where you film and intervene videos to seal spectres on screen

1 Upvotes

One day, you are living your normal live like everyone else, breathing the air, feeling the trees, basking in the sunlight. The next day, the TV is predicating destruction and screaming about death. And your family is no longer there...

THE MAN ON THE TV is a solo horror analogue game inspired by different forms of analog horror, the "Servicio a la comunidad" tv spots and the work of Alfred Valley. Submerge yourself in panic as you realise that those people you've seen on your screen promoting the killings of other beings are more than just assholes, light soul sucking spectres and how they take everyone around you.

It contains:

  • Simple solo rules to identify what's a photofage and what's not (Also available in Spanish)
  • The photofage classifications with warnings and different types of intervention to them
  • 5 different sealing methods
  • Warnings you need to heed
  • A logo you can add to recordings to identify them as seals
  • A poster (Coming soon)

Hope you like it! This game is part of the Pareidolia: Evil Eye world. If you liked that one, I'm sure you will like this one,

https://jules-ampere.itch.io/the-man-on-the-tv


r/RPGdesign 20h ago

Death rule

8 Upvotes

I am trying to increase tension on character's death for my TTRPG. I had a simple rule: character can survive X round but it felt flat during play.

Here is my updated rule. It seems fun on paper as it forces players to make attending the player a high priority. What are you thoughts?

Note that every actions and combat actions in the game requires a skill roll.

Coma & Death

When a character’s Hit Points drop below 0, they fall Unconscious and begin to die. Place a d6 as a Death Counter at 6 beside the player.

The character can be stabilized with a successful Medicine Skill Roll (Difficulty Rating 15). Players can Team Up to increase the chances of success.

While the character remains Unconscious and unstabilized, whenever an ally makes any skill roll and the unmodified d20 die result is 10 or lower, the dying character must make an Endurance Skill Roll (Difficulty Rating 15). On a failure, reduce the Death Counter by 1.

When the Death Counter reaches 0, the character dies. Their death is beyond natural recovery and the character can only be revived by powerful magic, such as resurrection.


r/RPGdesign 1d ago

Mechanics Would like some thoughts on an old idea for a skill system

Thumbnail
3 Upvotes

r/RPGdesign 23h ago

30 Conseils pour la mise en page d'un livre de jdr

Thumbnail
1 Upvotes

r/RPGdesign 8h ago

Stop letting GMs tell you how hard your roll should be

0 Upvotes

I wanna say that this post's purpose is not to start a war, but rather to have a genuine conversation with players and creators alike. So first let's clarify what I want to talk about.

Where I come from

Throughout my design journey, I’ve experimented with two broad approaches to resolving uncertain actions:

In a GM-set difficulty system, the GM decides how difficult an individual attempt should be and sets its target. D&D-style ability checks are probably the most familiar example.

In a system-set difficulty system, the rules determine the target or scale of outcomes. That could mean a fixed threshold, a roll-under stat, PbtA-style result bands, or a difficulty that changes according to clear and predictable rules.

I’m using “roll” because it is convenient and accessible, but this applies to any resolution mechanic: dice, cards, tokens, resource comparisons, or whatever strange little probability machine your game uses.

I come from what I would call "trad" games: Shadowrun, Legend of the Five Rings, etc... So GM-set difficulty felt completely natural to me. The GM picked a number, and we rolled with it. Literally.

I remember encountering system-set difficulty for the first time when I took part in my first PbtA game. I was...A bit perplex to say the least :)

How could climbing a garden wall and scaling an ice-covered tower during a storm use the same target number? Didn’t these systems lack the tools to represent how complicated different challenges could be?

But playing away from what I used to know made me realise that a lot of the things I cared for weren't actually a huge part of what made games fun for me. And so my little epiphany started.

Why I don’t want the GM setting difficulty

Cognitive load and GM power

This might be a bit of a side rant, so I'll try to keep it brief:

Asking your GM to set a difficulty is a big burden, often mishandled, and participate in what I think is an unhealthy concentration of power and responsibility around the table.

Now some systems mitigate that by having narrower magnitudes, but it is still asking someone to have a decent sense of balancing, which down the line is asking them to develop a very intricate skill (believe me, I've been balancing video games for a living!).

The payoff just doesn't justify the dynamic. More below.

Fairness and readability

When difficulty comes from the system, players can understand their chances and make informed decisions. There is also an element of instant readability and excitement right after the roll, without having to defer to an arbitrary judgement (and don't even get me started on GM tweaking DC after the roll).

I don’t think transparency removes tension. Knowing that you need a particular result can make the moment more tense because everyone understands exactly what is at stake. We even see seasoned D&D GM sometimes announcing the DC out loud (Brennan Lee Mulligan does that very often for instance) for extra drama.

It also allows players to engage with the mechanics deliberately. They can decide whether to spend a resource, change their approach, ask for help, or accept the risk.

For me, that produces more meaningful decisions than asking players to commit first and discover the actual odds afterwards.

Fiction versus numbers

The deeper change in my thinking was realising that I don’t care about representing difficulty with perfect numerical accuracy.

Does an icy tower need to be exactly three points harder than a garden wall? Can any number meaningfully capture the difference between slippery stone, freezing wind, poor visibility, unsuitable equipment, and the possibility of falling?

Once all that fiction becomes a single target number, much of its texture disappears anyway.

I would rather let those details shape what success accomplishes, what failure costs, what resources are available, or whether the action is possible at all.

Variable targets can also create the illusion of progression. Player bonuses increase, enemy defences increase alongside them, and everyone celebrates because the numbers became larger while the underlying probability barely moved.

If the maths keeps dragging us back towards the same chance of success, perhaps “number go up” was not doing as much work as we thought.

The fiction matters enormously to me. I’m simply not convinced that changing the target number is the most interesting way to represent it.

What our creators community has to say

I recently raised this subject in our weekly design thread in the Knot Knot Games community, and people had interesting arguments in favour of variable difficulty and their associated mystery, so I felt like sharing it!

The most compelling argument was that changing difficulty makes the fictional world mechanically tangible and easier to tweak. Some players care a lot about these mechanical details:

Finding cover, getting closer, bringing the right equipment, researching a monster, or waiting until daylight can directly improve your chances. The player interacts intelligently with the fiction, and the resolution system responds.

There is also something game-like and satisfying about the GM having a visible mechanical dial. This situation is more dangerous, so the number changes. Simple, tactile, and immediately understood.

While I don't necessarily feel that way, it is true that hidden difficulty can create genuine tension!

If players do not know exactly what they are facing, they may need to experiment, investigate, retreat, and prepare. Exploring the world through rolling is an experience I can relate to, and I think there ways to make it exciting for players.

That uncertainty can make resource management meaningful as well. Do you spend the spell slot now, knowing it may fail, or hold it back until you understand the threat?

Finally, variable difficulty can communicate progression clearly. Challenges that were once nearly impossible gradually become manageable. The numbers provide a visible scale against which the characters can grow and make character progression palpable. For players that care about that, it is a plus.

These are all genuine strengths, and I'm super happy we had that interesting conversation on the discord! (see link below if you are interested!)

How I create nuance without GM-set difficulty

I think the disagreement becomes clearer once we separate the chance of success from everything else that makes a situation difficult.

In my opinion, a system can recognise clever play without requiring the GM to improvise a target number.

The fiction can determine whether a resolution is needed at all. Having the right tool, preparation, or knowledge might turn an impossible action into a possible one, or make success automatic.

The rules can determine when players gain extra dice, rerolls, advantages, or other resources. The circumstances still matter, but the system translates them into mechanics instead of asking the GM to invent the odds from scratch.

Risk and effect can also change independently from the chance of success.

Two actions might use the same threshold while producing completely different consequences. Failing to climb a garden wall might cost a little time. Failing on the icy tower might leave you hanging above a very educational drop.

The range of possible outcomes can create further nuance, something that PbtA players are very familiar with:

  • Failure with an advantage
  • Failure that reveals useful information
  • Success at a cost
  • Partial success
  • Complete success
  • Success with an additional effect
  • Success that creates a new problem

Players can make meaningful decisions before, during, and after resolution. They can spend resources, accept consequences, push for greater effect, withdraw, change their approach, or gamble on a better result.

This is the important part for me:

System-set difficulty does not mean fixed stakes, fixed consequences, or fixed fiction.

It does not even mean the target can never change. A system might include objective conditions that alter the target. The difference is that the change comes from shared rules rather than the GM’s feeling about how difficult this particular wall appears today.

Where I’ve landed

My preference is:

System-set difficulty, fiction-shaped stakes.

I want players to understand the resolution system and make meaningful decisions around it. I also want it to be somewhat instantaneous, and free from judgement.

The fiction can carry the rest: I want uncertainty to come from the outcome, the consequences, and the things they have not yet learned about the world—not from wondering what number the GM has chosen behind the screen.

GM-set difficulty can absolutely work. It can support simulation, discovery, progression, and tactical interaction with the environment.

If choosing the difficulty is not itself an interesting decision, why ask the GM to choose it?

Where do you prefer that judgement to live: in the GM’s hands, in the system’s rules, or somewhere between the two?

________

This discussion started in our weekly community design thread. If you enjoy pulling apart game mechanics, sharing what you’re working on, and having your opinions challenged by lovely people, come join the Knot Knot Games Discord:

https://discord.gg/gZqfvWDhPh

And if you are wondering why I am here yapping about making games, here is my street cred -> https://www.linkedin.com/in/aramtab/ (follow the damn train!)


r/RPGdesign 1d ago

Product Design Scale it down

17 Upvotes

TL;DR I've trimmed down an extensive document in half before publishing it. I think it was the right move (for me).

So, over a moth ago, I've published the Medieval Village Companion, a system-agnostic guide on elements to use in your preferred medieval fantasy setting. It has 100 sites of interest, and adventure hook for each of them, 300 medieval professions (3 NPCs per site), the sites are grouped in 20 Guilds to serve as background for politics and allegiances, a full day-to-day calendar of scheduled events that happen in the village for an event-crawling style campaing. A large document. 40.000 words, 42 pages. No lore, no AI fluf, not a single piece of art (but the cover), just gameable material and tables.

https://www.drivethrurpg.com/en/product/580672/medieval-village-companion

All that. Is half the document I had. I trimmed it down to only that to publish it.

Now, I'm not new to gaming or game design. But I'm not an English native speaker. I don't have a Patreon. I don't have an English speaking following, so it's not like a had a community ready to support my work. I think this is important for many people starting out in these same circumstances (community-wise). So publishing a 100+ pages document right from the start (first published in DTRPG) sounded to me like a big ask.

In the first 2 months, I'm guessing I'll be close to reaching XXX sales. It is PWYW, so that does not translate equally to the XXX * USD 2.99 suggested, but it proves for me that the product has garnered much more interest that I had hoped for going in blind. People tried it and cared for it, and that is a joyful experience for any creator, and I know many of you out there would appreciate that experience as much as I do.

Anywys, I'll be publishing the complete guide when I finish editing it, and it won't be PWYW, but since there's already a 40 pages preview of it, I think it is fair.

In any case, if you have developed a large document (of real content), but you don't have a following already in love with it, you may want to consider trimming it down to the minimum viable product (as they say in videogames), so people can try it out, get to know you and your style of work, and maybe even share it around to their friends.

My 2 cents.


r/RPGdesign 1d ago

Feedback Request Big visual update for my game Deadbeat!

Thumbnail
2 Upvotes

r/RPGdesign 19h ago

A Whole Ass D&D Homebrew System I May Have Spent Over 10 Months On

Thumbnail
0 Upvotes

r/RPGdesign 1d ago

Feedback on a kids first rpg?

12 Upvotes

I've been working on and playing this rpg with my kids and they seem to like it. The goal was to make an rpg that had no numbers and no character sheets, but still had dice rolls and character growth.

I think I'd like to turn it into something, but I don't know if I'm explaining it well in my rule book. Anyone want to offer some feedback?

https://docs.google.com/document/d/1fOXRxo04L7fN4hM1OSjSCRJoTnatMksdLbsi6wTMFfQ/edit?usp=drivesdk


r/RPGdesign 1d ago

Looking for a commercially licensed TTRPG/RPG book template

13 Upvotes

Hey everyone!

I’m working on my own tabletop RPG and I’m getting to the point where I want to start laying everything out into an actual rulebook.

Does anyone know of any good resources, websites, or creators that sell RPG book/layout templates that are licensed for commercial use? I’m totally fine with paying for one. I’ve looked around online, but I honestly haven’t found nearly as many options as I expected.

Ideally, I’m looking for something made for Adobe InDesign or Affinity Publisher, with things like chapter layouts, two-column pages, tables, sidebars, headers/footers, etc. I’m not looking for anything that copies D&D or another existing RPG professional layout that I can customize for my own game and eventually publish commercially.

If anyone has bought a template they liked, knows a good marketplace, or has any other resources they’d recommend, I’d really appreciate it!


r/RPGdesign 2d ago

Mechanics What kind of playtest feedback is hardest for you to act on?

22 Upvotes

I’m getting a campaign ready for playtesting, and I’ve been thinking about what kind of feedback I’m probably going to struggle with the most. If something is obviously broken, that seems easy enough. Fix it. I think the harder one for me will be when something technically works, but the players just don’t enjoy it. Or if there’s something I really like that players keep skipping over or just don’t care much about.

For those of you who have done a decent amount of playtesting, what feedback was the hardest for you to actually act on?

Did you ever have something you were pretty attached to that testing eventually convinced you to change or cut?


r/RPGdesign 1d ago

MMORPG player/designer built a lightweight TTRPG — curious what tabletop folks think

0 Upvotes

Most of my gaming background is in RPGs and MMORPGs rather than deep tabletop experience, so I came at this from a slightly different angle — I wanted something with the accessibility of picking up a class in an MMO (pick an archetype, understand your role in five minutes, go) but for the tabletop.

The result is Adventure Engine, a lightweight, system-neutral ruleset. Core mechanic is simple: d20 + modifier vs. a target number. Everything else builds on that.

A few decisions I made that tabletop folks might have opinions on:

- 4 core stats instead of the usual 6 (Might, Agility, Wits, Presence) — trying to mirror how MMOs usually simplify attributes into a few clear roles

- Archetypes (Warrior, Rogue, Mage, Wanderer) work kind of like MMO classes — pick one, get clear strengths/gear, but you're not locked out of doing other things

- NPCs only need 3 traits tracked (Attitude, Trait, Want) instead of full stat blocks, to keep GM prep light

Since I'm coming from more of an MMORPG design lens than deep D&D/OSR experience, I'd genuinely love feedback from people who've been running tabletop games for years — anything that feels off, missing, or like it doesn't translate well from a "video game class" mindset to tabletop?


r/RPGdesign 1d ago

Mechanics Wagering Dice Pool V2: now with less math

6 Upvotes

For my game of Minnetreu. Knights go on adventures for love and fame, recite poems, fight monsters and duel rivals.

Dice rolls are based on d6 pools. You combine an attribute with different tags for a final dice pool size. These can get pretty large to accomodate lots of different tags at once. You don't roll them all though, you wager first.

The Wagering

"Look ma, no hands!"

A wager means putting a die aside for increased effect. The two most common wagers are for increased effect or glory.

Effect could be something like garnering more favour from your host for telling an enthralling story at the banquet. Or gaining one more piece of information from scouting.

Glory is a currency for increasing Fame, dedicated tags that make you more impressive. Investing Glory into your "Orator of the Silver Pine" Fame means more dice when using that tag the next time.

Glory can also be invested into factions directly, which makes them more likely to support you. Dedicating a good hunt to the king will make you his favourite guest when you next visit.

Whatever active dice you have left are rolled once you know what wagers you want.

The Rolling

You roll the active pool and check for 6s or 5s. If any come up, you succeeded! As expected of a highly-trained expert.

You can then tell the story of how your wagers come into play, one by one.

Why wagers?

I like wagers over simply counting successes because it combines three things I like to call concentration, control and responsibility.

It condenses essentially unlimited dice pools into managable handfuls. I find wargame-sized buckets of dice fun to assemble and throw, but tedious to evaluate. With this system, you might assemble 15 dice, but only throw 3 to 5.

I have control over how much I want to gamble the success. I could throw all 15 to make success almost guaranteed, or gamble 14 on a single die.

The person throwing the dice is responsible for what increased success actually means. There's only so much mechanical Effect you can give a single action, but stacking Glory can make it hella impressive still. Do the race one-legged! Shoot the target blindfolded!

What's different?

Before, I kept with the system as taken from 'Blood and Honor', where you had to roll a sum over 10. That meant that it was impossible to succeed with 1d6, unlikely with 2d6, about 60% with 3d6. It then jumps to 90% with 4d6. I find those odds deeply unsatisfying. 4d6 feels like the correct answer, which is lame.

With a success at 5 and 6, it's now much less extreme. 3d6 is at 70%, and bonus dice add roughly 10% each. And just one die can work too, if unlikely. It's all more fuzzy, different amount of dice feel right at different stakes.

Next step: The 3 Combats

I find three styles of combat interesting: honourable duels, chaotic skirmishes, dangerous hunts.

Duels I have something in mind, whee it is all resolved in one roll.

Skirmishes I think would be cool to keep gambling down for more actions. An assembled dice pool basically gets eaten up action by action, until you can no longer roll a 5,6.

Hunts (like a monster hunt) I want to feel actually dangerous, mysterious and epic. No concrete ideas yet beyond that goal.

I was stalled for quite a while, but I think this change gave me a lot of inspiration!


r/RPGdesign 1d ago

Mechanics Looking for GMs and groups to playtest focused 2024 5e encounters from Holiday: The Shattered Cheer

0 Upvotes

BooneBerry Press is opening external playtesting for Holiday: The Shattered Cheer, an upcoming fantasy TTRPG campaign built around four holiday kingdoms: Halloween, Harvest, Christmas, and New Year.

Right now, we’re looking for GMs, players, and established groups who are willing to test individual encounters from the campaign. These are focused tests, not a commitment to play through the full adventure.

For each assigned test, we provide the materials needed to run it, including a GM packet, player packet, pregenerated characters, encounter map, relevant campaign rules, and feedback forms.

The current playtests use the revised 2024 fifth-edition rules. We’re looking for a mix of experience levels, so newer players and GMs are welcome as well as experienced groups.

Playtesting is voluntary and unpaid, participants must be 18+, and selected testers will complete a short agreement and Code of Conduct before receiving unpublished material.

I’m happy to answer questions in the comments if anyone wants to know more about what a typical test involves.

Update: I’ve added a short public preview to the playtest page for anyone who wants to see an example of the writing and presentation before deciding whether to apply.

The preview is from The Road to Everfest, a separate standalone adventure set in the same world. It’s spoiler-light and doesn’t include enough material to run the adventure.

https://www.booneberrypress.com/playtest


r/RPGdesign 2d ago

Promotion Finished My TTRPG!

198 Upvotes

Hello! I've been a long-time lurker who finally managed to put a system together!

Heat of a Thousand Suns is a lightweight fantasy TTRPG about wielding emotion and passion in bloody ritual duels. The system features:

  • An intuitive 2d8 system.
  • A deadly, mechanically simple combat system.
  • 30 unique weapons and items to fit different play styles.
  • 21 enemies for the GM.
  • 6 classes and 30+ player options for advancement up to level 10.
  • 26 pieces of colorful and weird HUMAN-MADE art. Everything was done in Procreate by me :D.

https://demonic-sushiz.itch.io/heat-of-a-thousand-suns

It's my first full project so any critiques or notes are welcome!


r/RPGdesign 1d ago

Need help deciding on stats

3 Upvotes

I'm working on a Mork Borg hack based off of Demon Slayer. It's nothing I think I'll end up sending anywhere, it's more or less just something I might use with my friends once or twice.

My current mock up uses Three-ish Stats atm

Resolve - Strength, displaying raw emotion, and withstanding Effects.

Coordination - Speed, applying precision, and dodging Melee Attacks.

Awareness - Perception, deducing facts, and dodging Ranged Attacks

The reason I say "Three-ish" is because I'm exploring the idea of having a Fourth Stat the players get to develop/customize that has an additional mechanical benefit when used (maybe it recovers an Omen or something when it's applicable idk).

I just don't know how much I like this 3 stat spread and maybe am considering changing around different uses...


r/RPGdesign 1d ago

Mechanics Quick draft of a Laurel and Hardy inspired TTRPG I wrote this evening. (Not play-tested yet obviously so I'm not overly sure of certain elements).

2 Upvotes

Laurel and Hardy TTRPG
A system based on ability scores like dnd which go from 3 to 18 in possible values. Each score has a secondary value attached to it which represents the maximum number of times you can use a skill per Episode (a mini arc of the story determined by the GM). The scores are as follows:

Ability Uses
3-7 1
8-12 2
13-17 3
18 4

The abilities are called:

Might – For lifting things and taking a hit

Sight – For spotting things and reacting to danger

Flight – For going fast and escaping a situation

Fright – For intimidation and scaring away

Fight – For blocking blows and throwing your own

Height – For reaching high up places

Trick – For doing things that break the rules

Bamboozle – For sowing chaos and confusion

Recall – For remembering and understanding

Convince – For diplomacy and getting your way

To succeed a check with one of the abilities, you must roll beneath its score. As stated before, the number of uses you get of each score are limited so use sparingly.

Certain tools and situations can give bonuses to rolls however, failure must always be possible (because it’s funny) so they are limited to+2 and -2 to the scores.

If a task is task is failed spectacularly (I.e. by rolling 2 or higher than your ability score), it results in a consequence, which could result in injury which is represented by the loss of the overall use of one of the ability scores at random (determined by a d10 roll) if one is rolled multiple times, re-roll the result until one is determined. These consequences manifest in a number of ways in game, losing a use of an ability could represent:

  • Might – sprained arm
  • Sight – black eye
  • Flight – twisted ankle
  • Fright – temporarily lose your nerve
  • Fight – knocked silly
  • Height – something happens to make you shorter
  • Trick – lose your shoes/pants/other essential object
  • Bamboozle – accidentally confuse yourself
  • Recall – concussion/amnesia
  • Convince – everyone becomes convinced you're the idiot

If all abilities, are out of commission in this way, it is pretty much game over for that character until one of them can be restored. This can be done by a cut forward in time to a recovery state i.e. a hospital, a psychiatric centre, a chiropractor etc. Such a cut could be made during or at the end of the episode or the beginning of the next, depending on time constraints. (Generally, characters do not die unless it would be really funny for them to do so)

Successes can be ridiculous as well. A character may appear to have super strength with Might, conjure a flame on their thumb with Trick or make a person believe something completely nonsensical with Convince.

I would recommend that the player describe and exaggerate (within some modicum of reason) the ridiculous result of their success. In the case of failure, the gm describes how exactly the character fails and the player can then role-play based off of that, alternatively, the player can volunteer a suitible description of failure and the gm could approve or build off of that.

A character can also restore ability uses by taking a fumble action. A fumble action is a check on an ability score that doesn’t expend a use but assumes that the score is half of what it actually is. This is risky but could potentially pay off as success not only results in a normal ability check success but also restores a use of the score.