MAKE YOUR OWN TABLETOP RPG - Why? Guidelines? Mechanics?
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- čas přidán 26. 06. 2024
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WSALNM2MFXYR2STT - Hry
I hope this becomes a series.
Hi Lee!
I cannot miss such an interesting theme like this! I started creating my own RPG system in 2004. It is based on S.P.E.C.I.A.L. system like in Fallout. Then it was tested in hundreds of sessions with friends and today I have unfinished 5-th edition. And in this case, I have some tips on how should create your RPG system and lot of tips how not to do it)).
About theme of this video, for me, the main reason for creating a new system was dissatisfaction with all the other systems which I tried to play. I cannot do that I want to do. The story, the world, the map, the narrative appears a little later.
Some years ago, I decided to refuse levels and experience in my system. In traditional understanding, of course. Characters can grove and evolve, but they don't do it the way they do in D&D and the most computer games. Also, narrative begins prevailing over the system. And the system needs to be adapted to my needs, such as DM and storyteller.
I called my creation not game but system because it is suitable for difference universals: Arda, Babylon 5, Aliens vs Predator, Carnival Row, Eterna and, of course, my own world - Hladadehor. I use some specific modules for each story (like monsters, weapons, magic) but core of the system is not change.
And a small remark…
This theme not about tabletop skirmish. At all. You became truly Tabletop Games Forge))).
Hey, that sounds awesome! I love the S.P.E.C.I.A.L. system and think it would be especially good for zombie games with the luck element in there. Definitely evolving from the strictly skirmish games now haha
@@tabletopskirmishgames Oh! One of my players constantly lowering Luck to 1 for his necromants. I roll attributes check on D12 and his Luck realIy works in the right moments! But just at these moments)
Lee, what is your plans? In was single video or prelude for another wide cycle of videos?
Cool video, we have been playing our own homebrew DnD system and world for over 20y now. It's so cool 😉👍
Thanks mate! No way, that's awesome, I bet you have loads of cool memories!?
@@tabletopskirmishgames Oh for sure mate. The best. We´ve done a ravenloft campaign for a couple of years, and a homebrew world for even many more years.. I created my own world too in which I GM as well, both with our group and 1 on 1 with my daughter 😉.
Step 1) Get D&D 5e
Step 2) Add homebrew
Step 3) Add more homebrew
Step 4) Add even more homebrew
That's a great Video Format I've been thinking about making an RPG with kill team Battle systems and rules similar to dnd, This video gives me the urge to get started Really good Video already waiting for the next Video!!!!
Hey nice one, that sounds like a great idea! Thanks for watching!
Greats lists and help. I did something similar as I've been working on my game. Your stuff is always insightful.
Awesome, glad it was helpful. It was a fun video to make, will be doing more for sure. Have fun working on your game!
great info overall, but it is interesting that your lesson from the OGL debacle was "lock down your IP"
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-Why?
-Because i was lazy to learn a full system... So i made my own😅
That makes total sense, right? 🤣
I actually started tabletop rpg with a creation of my own, for one major reason : the books to play tabletop game were too expensive.
Nice one!
@@tabletopskirmishgames thank you
For me the reasons to design a game are: 1. I have a unique idea for mechincs. 2. I want to synthesize the best (imo) mechanics of other systems. 3. I have a unique idea for a world that cannot be overlayed on an already existing system. 4. I want a game that's about "X" and no other system does that in or does it in a way that I find interesting. I have designed a few different highly focused mini TTRPGs and each were designed with the thought of: What is this game about? and, How do the mechanics and systems in the game incentivize what the game is about? If I make a game about being a pirate, how does the game itself facilitate that feeling for the players? What head space do I want the players to be in and what can put in the text of the game to illicit that head space?
I deleted my original comment just to let you know that I was tweaking on my (CARDS & COBOLDS) ttrpg game. Here are the rules.
Player rules.
1: Play an action card.
2: Perform an action.
3: Repeat the pattern.
Dungeon Master rules.
1: Dungeon Master runs the campaign.
2: Homebrew is allowed in the game.
3: Dungeon Master determines everything.
Middle rule: Create your own assets.
Great Video! I'm actually making my own Solo system using both Dragonbane and Elder scrolls as framework.
Thanks! That sounds awesome, have fun getting it ready. I've got a Facebook group if you'd like to share it on there anytime ... facebook.com/groups/832315318201457
I’ve been kick around ideas for decades now. I feel, like you seem to, that sometimes less is more. Endless lists of feats and skills just doesn’t appeal. Mountains of specific magic items. The one thing that I would always include is something that really featured in D&D 4e. Monsters that are varied within type. So not every Goblin is a 4hp pushover with low combat skills. Some are melee specialists, some ranged, some spellcasters. Also, combat mechanics that encourage players to actually think and act within combat, not just “I swing my axe, does a 14 hit?” .
Nice one, my boy and I were designing goblin stats yesterday and talking about this very thing!
any further work on this? im really interested
i really like your approach, and i can vouch for some of your suggestions, but how do you mitigate the 'brand loyal' member of your group? the best we came up with so far is the games are all one-offs, but that makes campaigns very difficult. I'm glad we're mostly on board with pick-up games but what do you do with the guy who keeps saying this coke tastes like pepsi?
That's something I haven't come across yet. We play as a family so I'm lucky to have a captive team of players 🤣
What is the song in the background called
Thank u so much for this
Hope it helped!
@@tabletopskirmishgames Yes indeed am building mine
An RPG is especailly suited to make yoruself.
Definitely and great fun too
This will not become a series, right?
I'm working on maps right now and will be posting a lot about that over the next couple of weeks. Then I'll be documenting the creation of my new fantasy game, so there will be a lot of content coming that relates to this.
@@tabletopskirmishgames well then, I'm really excited!
Did you ever go anywhere with this? I don’t see anything on your channel?
We've switched it to a tabletop skirmish game ruleset that will release on 15th July 2024.
Been working on mine for about 3-4years now with ups and downs
Def gonna watch this vid later and hope I don't rework my whole game again 😅
Nice one, it's such a fun thing to work on and having a long term project that grows and develops is so cool.
@@tabletopskirmishgames yeah it's just hard to keep focus on it, plan sessions and test it and other irl stuff
But it started as a homebrew dungeon world game and slowly evolved to be my own thing
Same here, planning the sessions with regularity can be tricky. We want to play every week consistently so this book project will make sure I get the encounters ready and the tables will help make it quicker too. Good luck with your game!
@@tabletopskirmishgames thnx ^^
Own The IP - that's the real number one reason. "I own my content, and use my owned content".
So - nearly a year later - what became of this TTRPG?
I'm guessing absolutely nothing?
The lesson of this video is that it is incredibly easy to "brainstorm" a new RPG idea - what is orders of magnitude more difficult, is to condence those ideas down into something you would actually want to bring to the table with your friends - even just a single page document.
The alternate lesson I would give is - don't waste so much time on all this pre-planning nonsense, like inventing 100 different spell types (talk about rules bloat) ; If you have a fun idea - get it to the table as early as possible - and only AFTER those playtests - decide if it's something you should bother spending any time developing. As those early playtests will give you a much better idea of what rules are actually needed to direct the game.
I’m publishing my new game on the 31st January.