It's not that hard to copy and paste your rules onto an accessible website

It's not that hard to copy and paste your rules onto an accessible website

I just spent two weeks manually copying and pasting all the content from my 200-page rulebook onto a website. You might not want to give away your content for free, and that's understandable, but if you want your content to be maximally accessible to new players, or even a subset of it as an SRD-like thing, I'm here to tell you that it's not that bad. It's not that tedious. You could probably use an AI tool, but I think those cost money (among other costs), or require some programming knowledge. And there are benefits to doing it the good ol' fashioned brute-force way.

  • It forces you to review your content in a new light. I found tons of mistakes and easy improvements, little and a few big. It especially forces you to think hard about your rules structure, since that becomes the site map.
  • It forces you to commit. Because now, if you make revisions, you don't just have to update your PDF on itchio, you have to update the site too. It's not that hard to do if you need to do it, but the added friction has helped me make final decisions.
  • It's something you can do late at night when you're too tired to be fully productive on your work, instead of doomscrolling.

This is actually the second time I've done this. I released the first version of my game in 2023 on both a website and PDF. Since then, I've been working on a big second-edition update for the PDF, and have been absolutely dreading updating the site to match. But it was fine! I used Google Sites for the website, and used Google Docs for my rulebook, so it mercifully preserved a lot of the formatting (but not all of it). I am sure there are wiki-like markdown sites out there you could use instead if you have not sold your soul to the goog like I have.

I do have some experience with web design, but I don't know how to do anything with javascript (and google sites doesn't even let you use CSS anyway). Here's the site: https://www.whenskyandsea.com/ Ask me anything!

u/APurplePerson — 6 days ago

Download as PDF stopped working on my life's work

I have a 200-page google doc I've been working on as a side hobby for five years. I've downloaded it as a PDF hundreds of times, and as recently as last month, and never had problems (it exports as a 32 mb pdf file).

Except today when it suddenly stopped working.

I didn't add any huge images or anything that would make it significantly bigger. Also, I can export other Google Docs in my drive. Just not the one I've been working on forever and filled with internal hyperlinks that don't export via print-to-pdf and other workarounds....

Making a copy doesn't work, and neither does copy and pasting the whole thing into a new file. I also tried going back to a previous version from months ago and I couldn't export that either. It makes me think something is corrupted.

Can someone tell me I'm being crazy and I just need to wait for whatever bug this is to resolve naturally in the cloud?

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u/APurplePerson — 11 days ago

My Zelda obsession drove me to make an original RPG: When Sky & Sea Were Not Named

This is not technically a Zelda game—it's based on Phoenician mythology and takes place on a fantasy version of the planet Jupiter, not Hyrule—but it's 100% inspired by my love of Zelda and my obsession with the series' game design.

I just released a second edition ruleset—it's free on both RPG Trader and Itchio.

The game takes place on floating islands (which I swear I thought of before Tears of the Kingdom revealed its setting!) and features four fantastical origins—humans, an empire of animal headed people, golem amnesiacs, and "dreamshaped" people from a Chaos realm.

What specifically inspired me to start making this game was the 2017 Breaking Conventions with Breath of the Wild GDC presentation. My endless speculation about what the next Zelda game after BotW would look (along with, probably, mild psychosis after becoming a new parent) led me to just make my own thing.

Now I love D&D, exploring dungeons, and grid-based tactical combat—in part because D&D is so evocative of classic Zelda games—but that presentation made me wonder what an "open-air" TTRPG would look like, with more focus on player freedom and "multiplicative gameplay."

So instead of enclosed "dungeons" segmented by rooms as the assumed unit of adventure, my game features small floating islands as the core structure and assumes heroes can go anywhere and explore their areas in any order. There's an emphasis on "group efforts" where players combine their actions to tackle challenges. Overall it's about as crunchy as D&D—there's a fair bit of resource tracking, and it's not really a "narrative" game like Powered by the Apocalypse or Blades in the Dark—but it's designed around theater-of-the-mind rather than rigid grid-based play, and I think it feels much more fluid and freeform to play.

I know this is shameless self-promotion but please feel free to ask me anything—I'd love to hear what you think, or just talk about Zelda game design and how the new quick select item menu on the OoT remake isn't actually that bad....

Thank you for taking a look!

u/APurplePerson — 1 month ago

I hope the next Zelda game uses toon-shading

I don't mean the same exact style of Breath of the Wild. BotW looked pretty different from Wind Waker. But they both use cel-shading and I think they are more successful for it.

I'm not going to shit on the OoT remake art style here. The environments look good. More importantly, I don't envy the task of translating N64 games to modern visual fidelity. I imagine they tried cel-shading graphics and decided against it. The style does look like it maintains something essential of the original game, which I reckon is important.

But man does it look plastic-y. And so do most games, which I hate. Grand Theft Auto 6 looks plastic-y to me, and because its style is ultra-realistic, the whole thing just gives me the creeps because of the Uncanny Valley effect.

I see people on the internet are saying "OoT looks AI," which I don't think is true, but I think plasticy graphics (and CGI in movies) look "fake" in the same way that AI looks fake.

Cel-shading embraces the videogame medium, with its animations and interactivity often leading to absurdity, in a way that photorealism, or even fantastical-but-highly-detailed-style, doesn't. Nintendo explained why they went with this style for BotW in this famous developer session—because it makes it "easy to lie"—it helps them balance gameplay fluidity and playability vs. in-game reality, like how swinging an axe on a tree trunk makes it poof into a bundle of wood instead of triggering some tedious canned animation or cutscene.

I would like to see a new style for the next game because BotW was styled specifically within the context of the Wii U technical specs and I'm interested to see what they do with more visual fidelity.

Edit: I feel like folks are underestimating the diversity of 2-D animated styles. which is really all "cel-shading" means. Compare, for example, Looney Tunes to Rick and Morty, or Berserk to Spirited Away, or even within just 2-D Disney movies, Sleeping Beauty to Aladdin. "Cel-shading" is not itself an art style.

u/APurplePerson — 1 month ago
▲ 195 r/truezelda

[Z-Direct] They're going to tease a new mainline Zelda game and it's going to be rad

It's been over three years since Tears of the Kingdom came out.

The first trailer for "the sequel to Breath of the Wild" came out in 2019, less than three years after BotW came out.

It's time, folks.

The Ocarina of Time remake is a red herring. It is not the once-every-five-years A-team Zelda game. I'm sure they'll talk about OoT, and they'll talk about the Zelda movie, and some merchandising stuff. But the main course is going to be a new game.

(edit: by main course i mean it's going to be the most exciting thing, not how much time it will take up. i imagine most of the direct duration will be about oot.)

Why is it going to be rad? Tears of the Kingdom was a deeply conservative game. For all its technical innovations and ambitions, it stuck extremely closely to the BotW formula—shrines, koroks, 4 abilities, terminal dungeons. Surely they had plenty of ideas that didn't fit in this formula—or into the Switch's paltry technical specs.

I don't think the new game is going to stick to the BotW formula, and I don't think it's going to regress to the Link to the Past formula either. I think Nintendo has had over a decade to dream big and we're about to see what they have in store.

Edit: and before you say, "Who cares what you think? You're just some loser on the internet." I am in fact a great prophet of Zelda. I predicted the existence of the Depths, and I named the nature of the Magic Meter. Ignore my prognostications at your peril.

Edit 2: I WAS DECEIVED BY GANONDORF. may nayru have mercy on me.

u/APurplePerson — 1 month ago

When Sky & Sea Were Not Named

Ahoy! I've been working on this TTRPG for six years as a side hobby. After more than 30 playtests with 50+ internet strangers, I've just published the second edition rulebook for free (itchio | RPG Trader), and I'd be honored to hear your thoughts.

The game is an original system and setting. It's heavily inspired by Phoenician mythology and other bronze-age cultures and myths like the Odyssey (I have not yet seen the movie), but it's set on the "Skysea," actually a far-future version of the planet Jupiter. The game revolves around exploring small floating islands, which serve as self-contained "levels" for session adventures in the same way "dungeons" do in lots of other games.

The system uses step dice for actions, sort of like Savage Worlds. You have four action dice, and they're arranged like a compass rose alongside with four attributes. The better your attributes, the bigger the "neighboring" action dice. Also, those attributes are dynamic—you can spend them to empower your actions, foes can reduce them by inflicting damage, and they serve as your defenses against foes' corresponding actions.

It's a little crunchy with resource-tracking, but the numbers are small and straighforward, and the game is designed to be played theater-of-the-mind. I hope it's easy for newcomers to pick up and learn, or at least easier than D&D.

I badly need to finish my GM book and get my quickstart adventure in order—I know those are pretty important missing pieces of the experience—but I'd love to hear what you think of the rulebook. I'm an editor by trade, so please don't hold back—every nitpick is appreciated!

^(Note: I don't use AI for anything. All the art is commissioned by two delightful human artists, with the exception of the goofy charcoal drawings, which are my own poor attempts at artwork.)

u/APurplePerson — 2 months ago
▲ 14 r/TTRPG

When Sky & Sea Were Not Named: bronze-age fantasy in a realm of floating islands (2nd edition)

Ahoy! I just released the second edition core rulebook for When Sky & Sea Were Not Named (itchio | RPG Trader) a free heroic fantasy game inspired by Phoenician mythology and contemporary myths and legends like the Odyssey and the Old Testament.

It's a totally original system and setting, a bit less crunchy than 5E, and designed around theater-of-the-mind gameplay. The game takes place in realm of floating islands called the Skysea (actually a far-future planet Jupiter). These islands serve as units of adventure, as self-contained places for heroes to explore during a session, much like "dungeons" in other fantasy games.

Your hero belongs to one of four origins:

  • Kananites resemble ordinary humans (inspired by the historical Canaanites/Phoenicians), and travel the Skysea in hot-air balloons and skyships.
  • Mazrians hail from a once-powerful empire (inspired by ancient Egypt), and have the heads of animals.
  • Shinarians are golem amnesiacs from a lost kingdom (inspired by Mesopotamia) who transfered their souls into clay bodies.
  • The Zordin are nomads (inspired by the Sea People) who been mutated by the Chaos realm of the Skysea into fantastical forms.

Six callings (basically classes) anchor your hero's abilities:

  • Champions are straightforwrad masters of melee battle.
  • Wanderers can tell "stories" they've heard to reveal truths about the world.
  • Masterminds can spring "strategems" that they had planned all along.
  • Messengers can call the wind and learn to wield the fluid magic of flame, storm, and names.
  • Sorcerers can wield dark and light magic, controlling the physical forces of gravity and light.
  • Arbiters can literally see souls as clearly as people's faces, and can cast spells to shape soulstuff.

There's also 40 types of lore—culturally-derived knowledge of the Atlatl, Ballooning, Crafting, Death, and so on. You start with 2 types and can learn more by collecting revelations from NPCs who might teach you, or reading secrets in texts you find.

Finally, all characters have ideals which they can invoke to push themselves to succeed in the face of failure. "In the name of glory, I will not miss this jump-attack!"

I've been working on this game for six years as a hobby; I released the first edition three years ago, and this new edition reflects everything I've learned from over 30 one-shot playtests with ~50 internet strangers, plus an extended campaign. I'll be releasing a Guide for Guides soon with plenty of sample adventures, best practices and creatures.

I'd be honored to hear what you think (especially if you have critical feedback—no nitpick is too nitpicky!)

^(Note on AI: I don't use it for anything. Artwork credit:) Sansiia

u/APurplePerson — 2 months ago
▲ 22 r/FantasyWorldbuilding+1 crossposts

Hydra, Medusas, and Siren: the Spawn of Yom the Cnidarian

Ahoy! I'm the creator of When Sky & Sea Were Not Named, a (free!) tabletop RPG inspired by ancient Phoenician mythology, the Odyssey, the Old Testament, and other myths from late Bronze Age. The game takes place in a realm of floating islands drifting through the Skysea (actually a science-fantasy version of the planet Jupiter).

The Skysea has no bottom. Islands drift upon the Sea of Clouds, buoyed aloft by magnetism, fluid mechanics, and magic, and people travel between them in hot-air balloons and skyships.

༄ ༄ ༄

Perhaps you are one such traveler, plying the tradewinds on a cramped balloon gondola or pulling oars on a skyskiff. But the once-predictable winds have become strange and turbulent. The Skysea's far-flung floating islands are not where they should be. No other ships or balloons crest the horizon for days. You are lost. You are running low on supplies. And you can't escape a sinking feeling, a dark fate, that something is gazing up at you from below the Sea of Clouds, calling for you, grasping at you . . .

. . . and then, in one instant, a vast, booming sound—wohm, wohm, wohm—and your hearts feel pulled down from your chest. You are forced down to your knees in the creaking, plummeting gondola or deck. Dimly you can see the Sea of Clouds itself being pulled down around you, the clouds spiraling into a funnel like so much fluid circling a drain—and within a second, darkness.

༄ ༄ ༄

Every skysailor knows that beneath the Sea of Clouds is a realm of unspeakable terrors—endless gray mist that devolves into storm and utter darkness, gradually condensing into the Sea of Death. Monsters lurk below the clouds—the spawn of Yom, the god of Chaos, who takes many forms and wears many "faces". It is said that Yom's truest forms resemble enormous worms or serpents.

And legends tell of the lost kingdom of Shinar, a once-powerful civilization whose denizens transferred their souls into clay statues, becoming immortal golems. Hundreds of years ago, their deathless kingdom suddenly sunk beneath the clouds, where it is said to float upon the Sea of Death to this day. No one knows why their kingdom fell or what happened to the powerful magic that animated these golems . . .

༄ ༄ ༄

Yom the Cnidarian is one of the most ancient and inscrutable "faces" of Yom. The Cnidarian takes the form of jellyfish and corals and often strings its bodies together into larger colonial organisms.

Through symbiosis or parasitism, the Cnidarian somehow merged with the remnants of Shinarians. The golems' clay faces and their residual soulstuff joined with the Cnidarian, helping expand its power and size.

  • Medusas are the smallest spawn of Yom the Cnidarian—jellyfish with a Shinarian head affixed to their undersides. The gaze of this head can wither even the most stalwart hero.
  • The hydra is more powerful, a six-tentacled monsters with a thick “tail” it uses to wiggle and flop around nightmarishly. It has adorned your appendages with seven severed Shinarian heads that gaze in every direction.
  • The siren, sometimes called the "Finger of Yom," is vast colony of jellyfishlike creatures connected in a long string, each individual as specialized as an organ in a single body, all pulsing and writhing to the rhythm of a heartbreakingly-beautiful song, a form of soul-magic emitted from its smiling Shinarian head. This creature sometimes rises above the cloudtops at night, its softly-luminescent form rising up like a coiling, endless serpent, and lures sailors into its long, coiling, venomous tentacles.

But some appendages of Yom the Cnidarian do not need to rise above the clouds to hunt.

༄ ༄ ༄

Darkness—then a tremendous crash. Your gondola or ship shatters against a stone surface. Somehow, you have survived. As your eyes adjust to the moist darkness, you see five dim pillars rising in one direction—jointed, like fingers. A soft, pulsing light is everywhere.

You have crashed upon the vast palm of the Hand of Yom. The fingers are composed of Shinarian ruins, encrusted with coral. In the center of the palm is a black mouth, the source of the dark magic that pulls down its prey from above the clouds.

The stone form ends at the wrist, where it becomes a vast string of colonial jellyfish that extends endlessly into the darkness. Who knows where it ends . . . or what else is connected to this vast being . . .

༄ ༄ ༄

When Sky & Sea Were Not Named is available on itchio or RPG Trader. A Guide for Guides is coming soon! If you check it out, don't be a stranger—I'd be honored to hear what you think, and I'd love to host a session for new players.

First illustration commissioned by Sansiia. The two charcoal illustrations are by yours truly.

u/APurplePerson — 2 months ago
▲ 67 r/LFG_Europe+3 crossposts

[online] [other] Sunday, July 26 ༄ When Sky & Sea Were Not Named ༄ Formless and Void

>

Ahoy, strangers! I'm the creator of When Sky & Sea Were Not Named, a fantasy game inspired by ancient Phoenician mythology and other bronze age cultures, and the "open-air" gameplay of the new Zelda games.

I'll be running a one-shot adventure called Formless and Void, which is more or less the name of the mystery and danger that awaits you on Kituan.

  • When: Sunday, July 26, 8:00am PST (11:00am EST, 4:00pm GMT). The session will last 3-4 hours.
  • Where: Theater of the mind (Discord audio)
  • Who: LGBTQ+ friendly, 18+ (content will be PG-13, but I'm old)

What: The system is "medium-crunch"—I think it's a little easier to learn and faster to play than D&D. The tone is heroic, fast-paced, a little dark, a little goofy.

You can read more about the game and find a free public beta on RPG Trader or itchio. I'll share a slightly updated version of the rulebook for this session. But no need to know the rules before we play; I'll explain as we go. You can make your own hero or use a pregen.

The other players in the session so far have a mix of experience playing the game. We have a pretty chill community, and new folks are always welcome!

Interested? Have questions? Comment here or find me on Discord—I'm apurpleperson.

u/APurplePerson — 2 months ago

Have at my character sheet, please and thank you

https://docs.google.com/presentation/d/14BHx6gk8qD5tGcAw3VUs3jsdjADA6fsJhTpUE8LG62U/edit?usp=sharing

I'd be honored to hear what y'all think—initial impression, what it suggests about the game's complexity, or does anything just look bad or weird.

I have probably spent more time working on my game's hero sheet than on the rules themselves. I've finally beaten it into a shape I'm happy with—the "compass rose" of action dice (Compel/Maneuver/Move/Brace) and attributes (Spirit/Awareness/Grace/Strength) is one of the game's more unique features. Here's how they relate:

Characteristic Components
Maneuver Die Awareness + Grace
Compel Die Spirit + Awareness
Brace Die Strength + Spirit
Move Die Grace + Strength
Weight Strength +/-1
Life Spirit + Strength + Weight

The game is called When Sky & Sea Were Not Named—it's inspired by ancient Phoenician mythology with a healthy dose of Zelda. The art is all commissioned from a real human artist who goes by Sansiia. I am planning make a printer-friendly version of the sheet once everything's final-final.

u/APurplePerson — 3 months ago

I want the next Zelda to explore the Numinous

“Numinous” is a fancy religious-studies word that means something like sacredness, but specifically the unknowable aspect of it. To be numinous is to be a combination of mysterious and divine. 

Mystery and divinity have long been important parts of Zelda. There are puzzles to solve, secrets to unveil. The musical notes when you solve a puzzle sound numinous. And the goddesses or the goddess Hylia have been mentioned in almost every game. 

There’s a wide swath of Zelda lore that deals with the Numinous realm and to be honest I don’t really understand how or why it’s supposed to fit together, but among them are the Triforce; the Sacred Realm; the Master Sword, the goddesses Din, Farore, and Nayru; the Temple of Time; Hylia, the elemental dragons; the Secret Stones; the aspects of Power, Wisdom, and Courage. The numinous speaks and acts through various people: the Sages, the Sheikah, the Zonai, fairies, Princess Zelda, Link, and perhaps even Ganondorf, though G-dorf seems to be allied with the enemies of the Numinous: demons, death, and tyranny. 

Of course, the Numinous may transcend its enemies. It is not clear if it is all-powerful, or perhaps an impartial observer of affairs it set in motion. Its artifacts grant vast powers that can be abused. If there is a religion associated with the Numinous in Hyrule, it is indistinct, more present in its symbols and trappings than in active worship or coherent tradition. If the Numinous can be said to share traits with the monotheistic god of Judaism, Christianity, and Islam, it is perhaps a closer cousin to fairies and spirits of various cultures’ folklore traditions.

The Numinous is not present—or at least not active—in realms beyond the boundaries of Hyrule: Koholint Island in Link’s Awakening, or Termina in Majora’s Mask. Or rather, the mysterious divine powers of those games seem disconnected from the Numinous entity that is active in Hyrule, in the “main” series of game. 

For all its importance in lore, the Numinous has never been a focus of the Zelda games. It’s been in the background—a strong presence there, especially in the music and vibe of the game, which is not to be understated. To the extent that it reflects the attention given to it by the developers, it is mostly aesthetic—an art style expressed in the design of temples or the fashion of its adherents. It is affixed to naked gameplay collectibles: various jewels, gems, and medallions. It dwells in transparently-designed game “levels” like temples and shrines, which are usually shaped like dungeons from Dungeons & Dragons than places of worship. 

What do I want? Well, I do not want to know or learn what the Numinous is. I am not asking for midichlorians. In fact, any attempt to define or reveal its nature is self-defeating, because to be numinous is to be inexplicable. 

But I would like to see a new interpretation of the Numinous in the next Zelda game, an aspect of its presence that we haven’t explored yet. Are there followers of the Numinous? Is there a priesthood? A prophet? or one who falsely claims to be a prophet? Are there laws written and enforced in its name? What is Link’s relationship to the Numinous—what are his beliefs about it, and what power does he truly draw from it? 

I'd like to see more depth to this aspect of Zelda, more interconnectivity in the world. I'd like to see shrines and temples that actually feel like places of worship, not obvious levels wIith a power-up statue in the middle. I don't want answers, but I do want priest NPCs who think they know the answers, who argue about interpretation. Maybe I as the player could be free to choose how or even whether Link connects to the Numinous.

(Note: I don’t expect any of this in the Ocarina of Time remake—I think it’s going to basically be the same game—but I am interested to see how they portray the goddesses and such with the new art style.)

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u/APurplePerson — 4 months ago

Ocarina of Time and Link's Awakening are more similar than you might think

Link's Awakening and Ocarina of Time seem like very different games in the series. A lot of that difference is obviously about space: LA is 2D, OoT is 3D. But they're also different in scope: LA is kind of a sidequest to the main Hyrule story, and OoT is the series' epic centerpiece about the fate of Hyrule featuring Zelda herself, G-dorf himself, the triforce, all that stuff.

But Ocarina of Time (1998) was the next Zelda game after Link's Awakening (1993). That's a long gap, but not too long for the series. And when you consider the next game after OoT was Majora's Mask (2000), you can see clearly the connection between the two games even more clearly.

Mainly in one way: both games are weird as hell. Link's Awakening's weirdness is well-known (it was inspired in part by Twin Peaks), but both games are deeply weird, not just silly and goofy—though both games are—but also abstract and existential, sometimes frighteningly so. They are weird in a way that embraces the fact that they are videogames; they don't try to be be movies or even compelling narrative stories; they obviously have plots and characters, but these function almost as trappings or window dressing around a thematic core—dream, time travel—like fairy tales, their plot and characterizations are shallow, and their writing is succinct, but they are deeply imaginative, evocative, and transporting.

Sometimes it's very charming: the old lady in LA who says "I'm so upset, all I can do is sweep!" with her sweeping animation on a loop, or the aminals. Or the random cow in the cave in OoT, or the Bill and Ted's Excellent Adventure logic of the Song of Storms. There is also a seriousness to both of them, an edge and a darkness—the big reveal of LA, the Well and Shadow Temple in OoT—but on the balance they are more whimsy.

Link's Awakening, Ocarina of Time, and Majora's Mask are, I think, easily the weirdest games in the series. The weirdness starts to wane with Wind Waker, which was a more earnest, character-driven game. Twilight Princess is even less weird; it takes itself very seriously. Skyward Sword is the most plot-driven of all the games and probably has the most dialogue by far. Breath of the Wild and Twilight Princess have their moments of strangeness and are not story-driven at all, but in both gameplay and tone they are collectively much more realistic than earlier games, and that realism is somehow not attuned to many elements of the older games' weirdness.

They are similar in another important way too: they are formulaic. They both repeat the gameplay structure established in Link's Awakening: linear progression through a puzzle box world, dungeons with bosses and big keys and items that function as keys to unlock the next part of the world. At the time, this formula was still new (videogames were still new). Link's Awakening formalized what ALttP established, and Ocarina took that formula into the third dimension, which was a huge achievement. Obviously, the next three games stuck to the same formula, and then BotW tore it up.

I also think they are about as difficult as each other, combat-wise and puzzle-wise.

(This post is not meant as a criticism of any game in the series.)

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u/APurplePerson — 4 months ago
▲ 253 r/truezelda

Manage your expectations: the OoT remake will probably be like Link's Awakening or Star Fox

In other words, it's going to be 98% the same game with fancy new graphics.

I've seen some wild speculation in these here parts that it's going to feature a bunch of new content, or that the still-ongoing Final Fantasy 7 remake saga would somehow be a model for what Nintendo wants to do with this game.

Not bloody likely.

The Link's Awakening remake was basically the same game as the original Game Boy game with a few quality of life improvements. It sold over 6 million copies. Nintendo outsourced its development to Grezzo, and helped them come up with a new art style. Grezzo went on to use this art style—and presumably the experience they gained from making this game—to create a new 2D game, Echoes of Wisdom. This game sold over 4 million copies.

The new Star Fox game follows a similar pattern. It is being developed by Valen studios. It appears to be the exact same N64 game with a few minor modifications. It will probably sell millions of copies.

I think this is very clearly the model here. Nintendo is likely outsourcing OoT's development to another company. They're probably heavily involved, looking over shoulders like they did with Grezzo, with an eye to train this company to make future Zelda IP. Perhaps this company will one day make a new "classic" 3D Zelda along the lines of the N64 and GC games.

But I seriously doubt Nintendo has their A team working on this game. That team is probably working on the next open world game.

(Edit: I don't mean to downplay the fancy graphics; finding a suitable high-definition art style to "translate" these old 3D games into is no small feat.)

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u/APurplePerson — 4 months ago
▲ 35 r/rpg

Resolving "middle distance" encounters—threats on the horizon, approaching danger, seizing the weather-gage

A while ago I got obsessed with Patrick O'Brien's "Master and Commander" books about 19th century naval warfare. A big thing in these books, probably the biggest thing, is the "weather-gage" — having the wind at your back when you're facing an enemy ship. If you had the gage, that meant you controlled the encounter; if the enemy chooses to fight and not flee, they'd be sailing against the wind and have little maneuverability.

In RPGs, if the setting is a dungeon, this kind of situation obviously never happens. But for RPGs that take place at least partly on open landscapes, there are a lot of situations that remind me of the "weather-gage," where there's some threat on the horizon, too distant to fit into the mini-game of combat mechanics, but you still need to react quickly to seize some advantage.

  • Your party is crossing the plain and a group of horsemen crest a distant hill, carrying banners of an enemy clan.
  • You approach a town at night and notice that almost none of its lights are on; the town gates are open.
  • You're driving or flying a car or spaceship and a giant monster suddenly appears in your rearview mirror/aft-reflector screen. The monster is faster than your conveyance.

I'm curious if y'all have ever come across a kind of generalized mechanic or homebrewed something for these kind of "middle-distance" encounters. A lot of games have scouting or chase mechanics, and rules for things like visibility, weapon ranges, various scales of movement speeds. And of course it's not a problem for rules-light or more narrative games to absorb into their mechanics. But for systems that have at least some crunch, I'm not sure I've seen anything that cohesively addresses this kind of encounter as its own Thing. At least not with anywhere near the sort of fidelity that (for example) fighting some monsters in an enclosed room.

The closest I can think of is the core mechanic of Agon, where the game involves sailing to troubled islands, you assemble a dice pool to reflect your approach and skills, you roll it, and this one roll's result determines whether you succeed or fail.

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u/APurplePerson — 4 months ago

"Swinginess" is a state of mind. It's not (always) the shape of the probability distribution!

"I don't like a d20 because it's too swingy."

"I prefer a bell curve to a flat distribution."

I've seen these sentiments a lot on here over the years. And oftentimes, I'm sorry to say, I don't think they make a lick of sense in the context they're presented.

Put another way, I think there are two kinds of "swinginess" and a lot of amateur designers mix one up with the other.

Swinginess A: the damage output of a weapon. In D&D, a greatsword does 2d6 damage, an axe does 1d12. The axe is "swingier" than the greatsword. Both weapons do roughly the same average damage, but the sword is more reliable. The axe is more likely to do either a tiny amount or a ton of damage. It's a bell curve (edit: the sword is a bell curve, not the axe, duh). I'm probably overexplaining this to you.

Swinginess B: the chance of success. If you have the same chance to succeed and fail, that feels swingy. If a tiny halfling has a decent chance to kick down a door, while a chonkassed barbarian has a decent chance not to kick down the door, we perceive that as swingy. A system where having ability or skill trivializes a related challenge feels less swingy.

Swinginess A is all about effect. Swinginess B is about the outcome. And crucially, Swinginess B doesn't care about the number on the die. It doesn't even care about whether you're rolling dice in the first place. It's entirely about (1) the success rate and (2) how abilities/skills/whatever modify that rate. These factors can be simulated with roughly equal probabilities using 1 die, 2 dice, 100 dice, or a deck of playing cards.

Dice ~50% chance of success ~30% chance ~5% chance
d20 DC11 DC15 DC20
2d10 DC11 (55%) DC14 (28%) DC18 (6%)
2d6 DC7 (58%) DC9 (28%) DC12 (3%)
100d2 DC150 (54%) DC153 (31%) DC159 (4%)
Cards Red suit (50%) Hearts (25%) An Ace (8%)

Modifiers/bonuses scale the same but in reverse, so a +4 mod in d20 roughly equals a +3 mod in 2d10, a +2 mod in 2d6, and a +3 mod in 100d2. (It would take some doing to translate modifiers to playing cards, to be fair...)

What about dice pools? World of Darkness, for example, has you roll a number of d10s and count dice that turn up 7 or higher as hits. Is that less swingy than a d20? No, not necessarily: how many hits does it take to do something? That's the success rate, and someone on the internet has made a chart for this. (If you roll 5d10, needing 2 hits yields a 50% chance of success, 3 hits 30%, and 4 hits 5%)

What about multiple outcomes? Powered by the Apocalypse games, for example, often use 2d6, and have three outcomes: success, partial success, and failure. Having three outcomes in and of itself can make these games feel less "swingy" than a system that only has success and failure, because there is now a middle-ground outcome to smooth things out. But again, this is a different context than distribution of effect, like damage: the probabilities of the three outcomes doesn't depend on the die or dice you use. You can achieve similar probabilities with a d20:

Dice Success Partial success Failure
2d6 10 or higher (17%) 7–9 (42%) 6 or lower (42%)
d20 18 or higher (15%) 9–17 (45%) 8 or lower (40%)

Obviously, the probabilities are not exactly the same, "translating" from 2d6 to d20 required some arbitrary choices on my part; I could have just as easily set success at 17+ (20%) and partial at 9–16 (40%). And the modifiers would also need to be translated (as in the above table).

But my point here is that a probability distribution's shape is not inherently "swingy" in every context. It is if you're talking about damage. If you're talking about swinginess in the context of a success rate, however, that is not determined by the shape of the distribution. That's determined by the designer—by you. Vincent Baker or whoever chose to make partial success equally likely as failure in PbtA, and a full success less than half as likely as either of these. Whoever made 5E chose to make most checks potentially achievable by anyone, via "crits" and the principle of "bounded accuracy." These are not statistical consequences of the shape of the dice being rolled. They're design decisions.

This is not to say that the dice you use in your resolution system don't matter. Of course they do. It would be absurd to flip 100 pennies to resolve an action in a TTRPG. It's fun to roll lots of dice on a table. But it's not always less swingy.

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u/APurplePerson — 5 months ago

Representing size with "cubits" and "talents"

Ahoy, comrades-in-design. I'm having trouble deciding what to do with Size in my game and I'd love your immediate reaction. Some background:

  • The game is heavily inspired by the bronze age, the Iliad/Odyssey, the Old Testament, all that jazz
  • I'd say this is a medium-crunchy game (edit: there is not grid based movement)
  • How heavy you are is important mechanically: there's gravity magic and jump-attacks

My idea: instead of a single Size statistic, characters (heroes and NPCs) would list their height in cubits and their weight in talents.

Reasons I like this:

  • An average human is 3 (imperial) cubits tall and weight 3 talents. This tracks with the rest of my game's stats, where 3 is always the average value.
  • Your weight in talents = the damage you take from falling or being smooshed by gravity magic
  • It lets me describe monsters somewhat compactly; a large but elegant sky serpent is "12 talents, 10 cubits long" while a chonky, dense clay golem is "20 talents, 5 cubits tall"
  • It's "historically accurate"

But I'm worried it's too complicated and nobody will know wtf a cubit or talent is. What say you?

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u/APurplePerson — 5 months ago