I’ve made an open source RPG, available on itch and gitlab.

Domain: ttrpgs.com

Git:

ssh -p 2222 soft.dmz.rs

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Joined 1 year ago
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Cake day: June 12th, 2023

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  • The internet’s fine - the web’s the problem.

    ssh, Call of Duty, email, random voice-call software on strange ports - all of them work fine. People have problems with websites.

    Plenty of websites of course are fine, the problems present when people use search engines and find a bunch of guff written by a bot, Paywalls, and sign-up screens.

    They say the best way to predict the future is to create it, so if you want to help there, ‘make good art’, write and share good content, don’t feed the machine. Sounds like you’re doing that already if you’re on Lemmy.

    And if you want to check out a quieter corner of the internet, where things aren’t all in-your-face-sing-up-click-here-now-NOW-DOIT…download the lagrange browser and check out Gemini. It’s a mostly plain-text protocol, where people read and write, and sometimes share whacky music.



  • The thing is, this is still tying culture to race.

    I had a go at breaking past this barrier, and found it extremely difficult. I started with the idea that geography informs culture, and made a split between elves in the frozen South and elves tropical jungles. This left me with half the normal space to write about elven cultures.

    So I figured I could do 2-3 cultures per race, and end up with (5 x 2.5) ~13 descriptions of fantasy cultures. But who wants that? I can’t use that much in my own game. Writing because you have to write something makes for bad writing.

    Another route is to limit cultures even more. Maybe dwarves and gnomes basically live the same way, as do gnolls and humans. But then it seems odd that gnolls having the mouth of a canine changes nothing about them. If nothing else, their language has to be deeply different, given the lack of lips.

    So in the end, I’ve decided to just fill in a very small part of the world, and leave an underlying assumption that elves, humans, and gnolls might do things differently elsewhere.


  • Goblin culture doesn’t have a concept of “Property”. A stick on the ground and a tool in a locked shed are equally up for grabs if a thing needs doing. They casually take and leave things all over their communities, eat from communal pots, and genuinely Do Not Understand why the Core Races are so Angry and prone to Violence all the time.

    This is nice. It reminds me of the Piraha notion of ownership. If they swing by someone’s place to use their boat, but the person isn’t there, they’ll just use the boat anyway. Once they return with a catch, the boat-owner gets the first pick (e.g. the biggest fish), because it’s ‘their boat’. So they still have property rights, but they overcome the potential waste of someone not using a boat.

    I have cultures’/ races write-ups in BIND.

    Here’s some snippets:


    Roleplaying Dwarves

    Check then double-check.

    • Does this person really know where the lost temple lies? Ask him about the rooves, doors, and other items made of wood. If the temple was lost three centuries ago, those constructions must have degraded. Does his story match?
    • Does the beer taste good? A really good beer still tastes good when you drink three in a row.

    Roleplaying Elves

    The various elven languages have no words for good', bad’, or `evil’. As a result, elves to not fully understand or use these words, even when speaking other languages.

    Bread cannot go bad' -- it has mould. They will never call a song good’ – the song feels lively, or sounds like a Sunrise, or makes one think of home. They would never call someone evil' -- they might say destructive’ or useless', or selfish’, but never use language which characterizes anything with such a wide notion as good' or bad’.

    If someone says your plan sounds good', make sure to clarify if they mean that they want the results of the plan, or if the plan seems likely to succeed, or if the plan has been stated clearly. And when you hear something is bad’, clarify that too.

    Roleplaying Gnomes

    Think sideways.

    Can we apologize to the mage and make amends instead of killing her? Can you use a hammer to communicate? What else do shoes do?

    Gnomes see the world from a different perspective. They look up people’s noses all day. Gnomes see the ceiling while others look down at the ground.

    Gnomes travel slowly but it looks like a large space to them. From a relative perspective, a travelling Gnome has travelled farther than the rest of the troupe. Are we counting footsteps or miles? Did you know that every mile has 5.280 feet?

    Where did the mage commission her traps? Is the architect still alive? Does he have standard schematics for his traps in a workshop where he builds traps for people?

    What kind of contract do you make when you sell someone a trap to guard a dungeon? What happens if I roll a boulder down the stairs? Have these traps killed before? Where do the bodies go? Does someone climb down to get them out and do they use a ladder? If we dig out the stream nearby, we could flood the dungeon.


    The latest version is a wip, available here (Chapter 4).


  • Random thoughts in no particular order:

    • The writing seems clear after a skim.
    • The formatting is ugly as all hell. If you want a plain document with nice formatting, can I recommend LaTeX?
    • Given that indie projects are only read by people who read indie RPG projects, maybe the ‘what is an RPG’ section could swap out for ‘very fast rules summary’. But I guess the “Philosophy” section covers that.
    • With all the emphasis on time tracking, maybe provide a character sheet which lets you pin-point things which will happen at a particular time? Like coins for 10-minute tracker, and pencilled-in events for the months-long actions?
    • I don’t understand this magic system.