#ttrpg system
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I want to share this mad idea a french ttrpg designer had.
A system of rules to speedrun campaigns and scenarios.
Warning : the table MUST have played it normally before. These rules are for giving a second life to these campaign books catching dust in your library
These rules are an add-on to the system you used for the campaign. Now you can Bunny hop, glitch, clip, go out of bonds in your game. Bugs can appear. Suddenly the game is in another language, good luck to the players who don't speak it.
You can add little challenges, the same as video game speedrun. Like an all boss run, a no hit run, a non lethal run, etc.
Honestly I found the idea bonkers. I want to try it, seems like a good idea for a crazy game night.
#ttrpg#tabletop rpg#tabletop roleplaying#ttrpg stuff#indie ttrpg#ttrpgs#jdr#ttrpg recommandations#speedrun#ttrpg system#indie ttrpgs#ttrpg campaign#ttrpg community#ttrpg review#ttrpg rambles#ttrpg resources
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Do you like Digimon and TTRPGs? Consider checking out the system my streaming group is collaborating to make. It's 100% free ❤️
https://ko-fi.com/s/3314a77d09
Reblogs are greatly appreciated 🙏
#digmon#digimon tamers#digimon adventure#digimon frontier#digimom 02#digimon data squad#digimon time stranger#digimon cyber sleuth#digimon hackers memory#digimon survive#digimon savers#digimon xros wars#ttrpg#tabletop roleplaying game#ttrpg system#free
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New game system with simplicity in mind get it free on archfeyuk.itch.io
#indie ttrpg#roleplaying games#ttrpg#ttrpg design#fantasy#game design#ttrpg community#ttrpg system#mechanics#game mechanics#rules light#nsr
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Designing a Solarpunk TTRPG - Part 1

I recently am getting really back into TTRPGs, after the pandemic kinda kicked me out of it. Like, sure, I played some online games, but it was just not the same.
And while I honestly do not make a lot of progress on my idea of developing a computer based game with Solarpunk themes (mostly because I have realized that I as a single person just cannot do it - I need more people for that), I thought to myself: Well, I have developed a TTRPG before. I could do a Solarpunk one as well, right?
So, I am thinking a bit of how to do it.
I talked about it before, that really, the core issue with developing a Solarpunk TTRPG comes with the challenge of finding a good central game mechanic.
If we look at most big TTRPGs, their central mechanic tends to be combat. Sure, each and every one of them you can play without a single fight. At times the systems actually urge the DM to encourage the players to avoid fights. But we all know how this goes on most tables.
So, the easiest way to go about it would be to make a game focusing on combat in some way or form. Because for a lot of players this would be the familiar way to do it.
On the other hand, though, I kinda would love a game that actually does not focus on combat. But what else could it focus on, that would actually make for a game best played in groups? And how to turn whatever into an engaging mechanic?
Because ideally I would design the world for the game around that mechanic. After all, we have established before: Solarpunk can be a lot of things. It can be futuristic SciFi, but it also can have more fantasy aspects, but with Solarpunk theming. After all, Studio Ghibli tends to be considered very Solarpunk - and most of it has some fantastical aspects.
I don't know. What are you guys thinking?
#solarpunk#lunarpunk#ttrpg#ttrpg community#rpg system#ttrpg system#dungeons & dragons#dnd#rpg design
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I made a small TTRPG!
In this game you'll play as either a caster or a fighter, delving with your partner into the caotic lands known as Lavander mists, regions where magic has drowned everything in a scented ocean of fog and clouds.
It still needs polish and tables for encounters, but it should be playable!
#tornio#tornioduva#torniod#fantasy#fantasy art#ttrpg system#ttrpg design#ttrpg community#ttrpg art#ttrpg#indie ttrpg#tabletop#mage#knight#the mage and the knight#tabletop games#tabletop rpg#gdr#fantasy roleplay#roleplay#magic rpg#magic#coop
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ancient rome ttrpg: levels
this is what we in the biz like to call "Market Research" where i scream into a void and ask the gaping abyss "does this look fine? all good? interesting/intriguing?"
voila, i reveal to you: Draft One of the Class System Levels
soldier: legionary - centurion - prefect - legate gladiator: novicius - tiro - primus palus - rudiarius orator: quaestor - aedile - praetor - consul writer: recitator - collegiate - argiletanus - laureate mage: piso - pamphile - meroe - erictho priest: haruspex - augur - flamen - pontifex maximus
and because clicking one button is easier than typing out "yeah lux that looks SICK and RAD AS HELL and TOTALLY TUBULAR" or "lux what the fuck have you written, no one will ever want to play your game you little twat", i provide you with an easy way of providing feedback: the humble tumblr poll
if you want to hear more/see my references & bibliography/give me concrit - please do i am happy to be chatted at!
#ancient rome#ttrpg#ancient rome ttrpg#ttrpg system#not d&d#if my sister sees this then hey babe i want to talk this through with you when i see you next <33#anyway i know i'm yelling into the void here#might be nice if the void gave me just a tiny whisper <3
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Tales from the Aether TTRPG System: Spells and Magic
Masterpost // Previous // Next
This is a peak at some design elements of my TTRGP Tales from the Aether. This is not dnd. If you think some of these ideas are interesting, check out my Masterpost linked above and feel free to send me feedback :D
Everyone can learn magic and spells in this system very easily as every player can choose to know 1 novice Spell at level 1 regardless of whether or not they are trained in any of the Magic Skills. However, beyond character creation, it takes a bit more work to learn Spells.
The number of spells a character can learn is equal to their Magic Attribute but they may learn more depending on Ancestry or Feats. This may seem restricting but Spells work a little differently in this system. Learning a Spell is only the first step on your magical journey as every Spell has a plethora of Upgrades that you can learn to make a single spell multi purpose and escalate in power with you.
In order to learn a new Spell, it must be of a Rank you can learn. For example, my Abjuration Skill is Journeyman Rank but I want to learn an Expert Abjuration Spell. Well, I can't. I would have to hold onto the spell until I reached the proper skill level.
Now, there are four ways to learn new Spells and to gain upgrades and it may vary for your character on a Spell by Spell basis. These are: Innate Spells, Faith Spells, External Spells, and Learned Spells.
Innate Spells are Spells you just know. No on taught you them as they seem to be a natural part of you for what ever reason. These spells are thus more volatile than others and have a 1 in 20 chance of either doubling the strength and effect or failing entirely (rolling a 20 and a 1, respectively). As you grow in power, new spells and spell upgrades will reveal themselves to you - and your character may have no idea what spells or upgrades they will learn until you give it to them.
Faith Spells are Spells you harness through faith. This could be faith in a religion, faith in the self, faith in an ideal, etc. Your faith is so powerful it can literally move mountains but if it wavers, you may lose your ability to use these spells all together. Faith spells are a bit of a mixture of the three other types. Your character can strive to learn specific spells that are influenced by their faith but do not need to do research persay to learn. The spells come more naturally but can also be lost far more easily as faith can be fickle. If your character is losing faith or struggling to maintain their faith, there is a 50% chance their spells will fail. If your character has lost faith entirely, they cannot use their faith spells. If your character’s faith is strong and unwavering, their spells are as well.
External Spells are Spells given to you from an external force through a pact, parasitic relationship, or residue from an encounter with a creature or location. These spells leave a physical mark on your body when you learn them and will continue to change you the more you use them. This could be a change in hair color, tattoos or markings that appear overnight, a change in eye color or shape, or whatever you want it to be. This change represents the physical toll of channeling power that is not your own and the mark of whatever entity has given you these spells. Additionally, your character may not have a choice in what spells are bestowed upon them and the entity can remove your ability to use these spells whenever it pleases or if the contamination has naturally worn off over time.
Learned Spells are Spells you learn through research and study. These spells are the most consistent out of the three. Once you learn a spell, it is yours. However, in order to improve these spells, you will need to continue studying and experimenting with them which may involve keeping “spell books” or notes of some kind that detail your experimentation. If your notes are destroyed or stolen, you will need to start over with what you remember if you wish to continue improving the spell.
The different schools of magic are technically arbitrary constructions as magic is magic but so is violence. It takes different technique to wield a shield, a dagger, and a war hammer just as it takes a different skill set to protect, destroy, or create.
Abjuration is the school of protection and wards. This includes increasing one's Defense Bonus (will explore when discussing combat) and Resistances or creating wards that prevent creatures from approaching.
Alteration is the school of change. These spells alter the world around you such a levitating objects, transforming one creature into another, and manipulating time.
Conjuration is the school of summoning and transportation. These spells summon spectral weapons and armor as well as creatures to fight for you. It is also the key to traveling across the world or to different planes.
Evocation is the school of curses and the spirit. Oftentimes shunned, this school delves into dark places and is far more volatile than others.
Glamor is the school of the mind. These spells alter the minds of creatures to give them hallucinations that allow you to manipulate them like puppets on a string.
Mysticism is the school of knowledge. These spells allow you to see the truths of the world around you as well as what was, what is, and what has yet come to pass.
Necromancy is the school of healing and undeath. Necromancy is well known for its penchant for keeping allies up and fighting regardless of the shape they may be in.
Primal is the school of elements. These spells allow you to manipulate and invoke the power of nature through fire, plants, and more.
Next week I'll discuss equipment and durability
See ya later gamers :D
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Learned Mortality | Day 4 | Artwork Thread
Hey everyone it's me again, your local lesbian disaster. Who's ready for some abstract horror???
youtube
Today's session is a doozy, so strap in y'all cause we're goin into the danger zone.
Spoilers ahead for day 4, duh.
First and foremost THE THING!
It still hasn't been namedropped. Sad.
Anyways, this behemoth of a golden-spin slinging jail cell is the main threat in todays episode and it nearly beheaded Seiko. I loved all the interactions from Elessar spinning around in it like a washing machine to Lucy's fear reaction upon seeing the golden light, def one of my favorite fights thus far. Can't say what it does but if you've been paying attention I think you can figure it out ;0
Its token has detachable parts, and functions independently to angle its arms up and down. It can do this in universe, and each arm has almost 360 degree rotational capabilities.
Next up, the man, the myth, the legend, the funny haha coat man- Ancelor-King Eso! Aka Bliss's brother, aka Milli's uncle, and also a name you should recognize if you've been payin' attention to the lore. I adore this goofball with all of my heart and he hasn't even talked yet. Thank goodness he got saved.
As for moral questions... We now come to the "horror" element of today's rather tonally light session. {The Beginning} is the first ambiguous (?) class Frostbitten. Milli is unsure if it should even be classified as a frostbitten to begin with. It can send short-range radio signals, but shows no signs of being able to move. It does not have an identifiable ability outside of that.
It declared it's name to be Eso... but which Eso? And why was it on the island in the first place?
All the more questions seem to be piling up for our rescue team, with no answers in sight...
Thus ends the short but rather impactful Day 4 art list.
Thanks for watching / reading! Your support means the absolute world to me, this game is my baby and sharing it is my life atm.
Look forward to Night 4 where the biggest discovery is yet to be made...
Tali~
#sequence break#ttrpg#art#learned mortality#digital art#jojo ttrpg#ttrpg art#digital artwork#dnd#jjba#my art#artwork#dnd art#art style#lesbian art#artists on tumblr#art tag#drawing#ttrpg system#ttrpg campaign#ttrpg dev#ttrpg oc#indie ttrpg#ttrpg character#dnd campaign#dnd character#dnd oc#these are my guys#i love them#scary funny goop
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I made a TTRPG!
After a few months of work, I've finally finished making the Orchana Roleplaying Game. It's a fantasy TTRPG that's designed to be simple enough for new players, but complex enough to get a lot of fun out of it. You don't have to memorize tons of complex rules, since it's only 15 pages! Check it out on itch.io or with the link below!
https://href.li/?https://orchid-collective.itch.io/orchana-roleplaying-game
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#every corner is the horner corner#such a great ep of parlor room#give me more ttrpg one shots on dropout!#especially ones using different game systems!#this was so good!#sephy is such a great spooky narrator gm!#persephone valentine#aabria iyengar#brennan lee mulligan#becca scott#jasmine bhullar#dropout#dropout tv#parlor room#ttrpg#i made these#use them wisely… or not
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Found it, thank god for putting western in the name. So more of a blackjack based game.
Here's the summary The players loved betting too much, now they must pay their debts to the Dealer, the God of Bets and Debts ( and the gm is an avatar of the Dealer). The God sent the players to the Frontier, the unexplored part of the world to serve as "problem solvers", Their words.
So instead of rolling dice, you play Blackjack against the Dealer. If the player does not beat the Dealer, minor consequences, if the player has more than 21 points, major complications. If Players want to, they can bet against the world and the narration. If they win, they can decide on an element of the world or the narration.
They also got advantages depending on their classes' domains. With an advantage, you can draw a card that will replace another card you already drew, and this exchange is final, you can't refuse the new card.
Each class has a special action, some depending on your hand, other not.
For example : the crook at the start of the session draw 5 card they keep for themselves. They can either use one of them to add to another player or gm hand, ou to exchange it with one of his real cards.
The rider, always with their horse, if their only 2 cards are a pair, it is an automatic success ( and only two, a pair with 3 cards does not count)
The wanderer can decide to lose a round but then keep their current hand. Only one hand at a time can be kept.
(and let's be honest, this post gave me idea for another system with cards)
Ultimately an RPG that uses playing cards as a randomizer but doesn't actually utilize the cards for. You know. The things that cards can do. Is just using them as a fancy, weirdly shaped die.
A few things that cards can do that dice can't:
You know that dice superstition that people have about how if they roll enough low numbers they're bound to get a high one? That sort of actually works with cards provided cards aren't immediately returned to the deck and the deck reshuffled. Because there's a limited number of each "roll," good or bad.
You can hold them in your hand. It's basically like pre-rolling a bunch of numbers and then getting to spend those numbers as they become relevant. Maybe you only get to draw more cards by playing all your cards, meaning that if you don't conserve your good cards your character's luck is eventually bound to run out.
You can make poker hands with them. Added to the previous point, maybe you will be forced to play a worse hand and have your character flub a non-critical roll because you're hoping for that better hand that'll turn the tide.
There's suits as an added bit of information that can be utilized for some mechanics. Maybe matching suit with an action type results in an extra benefit?
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May I take a moment of your time to get your opinion on a character sheet I'm making for a mini ttrpg system making? ((Yes, I am aware that the sheets are too dark for handwriting, these are going to be made into fillable PDFs and then I'll be making a print safe version.))
I know the changes aren't huge but I can't decide. If you have any recommendations or critiques, I am all ears. I would love to eventually release this completed with rules for everyone, one day soon!!
Clean Ver.
Clean Plates Ver.
Dirty Up Front Ver.
Dirty In Back Ver.
#ttrpg#ttrpg system#this is a d4 and d10 system#its not completed still yet but close enough to be able to test it#maybe by next Halloween i may feel comfortable enough releasing it#its set in the world of my homebrew dnd world#so while its not necessary to play with my setting for the system but just in case if someone does i want to have lote ready for yall#i meant lore but im not retyping that#poll#polls
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I'm bored of elemental giants. Use environmental giants instead.
Environmental Giants all start out the same, but their bodies take up the features of the place they live in. They become a reflection of their domain.
Giant takes up residence in the cliffs of dover? Not a stone giant. No, that's specifically The Giant of Dover. Its body is made of chalk. It can create dust clouds of chalk with its breath, its shoulders are padded with tufts of short grasses and blackberry bushes.
Giant takes up residence in the ruins of a highway during an apocalypse? That's the I-95 Giant. It has rebar spines along its back, skin of pavement and concrete, and wears wrecked cars as armor.
And to make this idea more dynamic, the giant's form changes as the ecosystem changes. A river gets diverted away from a Giant's domain? Then the Giant dries up along with its land. Now the Giant has an incentive to protect its dominion, and a weakness that its enemies can exploit.
#game design#indie rpg#ttrpg#indie games#rpg#rpgs#indie ttrpg#dnd#tabletop rpgs#worldbuilding#writing#magic system
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Do you doodle your dnd characters? Would you be willing to share some RWD doodles on Tumblr if you have any?
don't tell anybody but I doodle during basically every game we play









#asks#not aurora#rolling with difficulty#heart of elynthi#and a couple home games in the Marvel TTRPG system and Draw Steel#I have wayyyy more Draw Steel doodles actually but that's not what the ask was about#sketches
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Hey there!
If you play TTRPGs and you like playing/designing character that use bullets or any other consumable resource, i made a thing.
This is a couple of rules that reimagines the way we keep track of our ammunitions in our games. it's still fairly simple in nature (use what you have available until it runs out) but i've put a little spin on it to make keeping track of ammunition more interesting.
let me know if you like it or have any criticism of it!
#tornio#tornioduva#torniod#fantasy#dnd#dnd homebrew#ttrpg#ttrpg system#ttrpg design#ttrpg community#gdr#rpg#mosaic strict#ruleset#ammo#ammunitions#bullets
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