Need playtesters and reviewers for a new action TTRPG system!

Hi, I'm Warin, from "Steel Raven Games", and as of recent update 0.13 for our new action TTRPG, Redline has dropped!

If you aren't familiar, Redline is an action TTRPG set in the near future. You play as specialists, uniquely skilled individuals, who complete missions through any means necessary. You face off against all manner of opponents, from criminals to dinosaurs, and use a combination of stealth, shooting and stealing to make it to your goals. The game has a heavy focus on tactics and strategy over raw building of characters.

It combines lethal and tactical combat with a rules light approach. The entire game runs through a customizable tag system, which allows gear, environments, enemies and conditions to be ran without having to sort through pages of rules.

How Tags Work:

  • Enable Actions: A [Rifle] enables you to shoot, and a [First aid kit] enables healing.
  • Modify Environments & Targets: A [Slippery Floor] tag slows movement; an [Off-Balance] tag causes you to loose your react for this turn.
  • Dictate enemy Behavior: Tags dictate how enemies function, will the guard call for backup, run away or keep fighting?

Key Features:

  • Tactics > Character Builds: Success relies on your strategy in the moment, not min-maxing a character sheet. The entire system is built around your ability to think in the moment and be daring.
  • Localized Wound System: Getting shot in the arm or leg matters. Suffer severe damage to a limb, and you’ll deal with broken bones, concussions, or internal bleeding.
  • Improved Melee: Features a fully fleshed-out striking, throwing, and grappling system, which makes combat extremely brutal.

We need your feedback to make the game even better. Download the rules and join our community below!

Join the discord: https://discord.gg/fqSQv6hRCJ

Take a look at the itch page: Redline, an Action TTRPG by SteelRavenGames

reddit.com
▲ 0 r/TTRPG

Need playtesters and reviewers for a new action TTRPG system

Hi, I'm Warin, from "Steel Raven Games", and as of recent update 0.13 for our new action TTRPG, Redline has dropped!

If you aren't familiar, Redline is an action TTRPG set in the near future. You play as specialists, uniquely skilled individuals, who complete missions through any means necessary. You face off against all manner of opponents, from criminals to dinosaurs, and use a combination of stealth, shooting and stealing to make it to your goals. The game has a heavy focus on tactics and strategy over raw building of characters.

It combines lethal and tactical combat with a rules light approach. The entire game runs through a customizable tag system, which allows gear, environments, enemies and conditions to be ran without having to sort through pages of rules.

How Tags Work:

  • Enable Actions: A [Rifle] enables you to shoot, and a [First aid kit] enables healing.
  • Modify Environments & Targets: A [Slippery Floor] tag slows movement; an [Off-Balance] tag causes you to loose your react for this turn.
  • Dictate enemy Behavior: Tags dictate how enemies function, will the guard call for backup, run away or keep fighting?

Key Features:

  • Tactics > Character Builds: Success relies on your strategy in the moment, not min-maxing a character sheet. The entire system is built around your ability to think in the moment and be daring.
  • Localized Wound System: Getting shot in the arm or leg matters. Suffer severe damage to a limb, and you’ll deal with broken bones, concussions, or internal bleeding.
  • Improved Melee: Features a fully fleshed-out striking, throwing, and grappling system, which makes combat extremely brutal.

We need your feedback to make the game even better. Download the rules and join our community below!

Join the discord: https://discord.gg/fqSQv6hRCJ

Take a look at the itch page: Redline, an Action TTRPG by SteelRavenGames

reddit.com

REDLINE OFFICAL V0.12 ANNOUNCEMENT POST + DISCORD LAUNCH!!!!

"The year is 20XX, the world is changing, and new threats arise. Some people run, some people  hide, but some people, some people fight back."

Welcome to Redline, a tactical high octane lethal TTRPG set in the not so far future. In Redline, you play as the people who get stuff done. Not always clean. Not always fair.  But they get the job done nonetheless.  

Facing off against dinosaurs, mechs, and murderers means that at all times, danger is real. Stay on your toes, or end up dead. Players are regularly fighting threats out of their level, stuck in deadly scenarios, and one mistake away from being killed.

You play as these specialists, people who do things fast, hard and well. Specialties and skills differ per character, with a heavy emphasis on making your character yours.  Are you someone who blows things up? or do you fight your way through hordes of opponents? Either way, the unique aspect makes you different, it makes you better than others.

The secrets and closed doors of the world are now wide open. The question is if you dare to go through them.

Will you die, or will you fight?

  • SPECIALIST CHARACTERS: Picking unique abilities​ , specialties and gear allows every character to be unique and different, not just in flavor, but in gameplay. 
  • HIGH OCTANE ACTION: The system hits hard, and it hits you back just as hard. A consequence track rather than HP means that getting hit in the arm is no longer a "minor issue". Bleeding out, Head trauma, or just being blown up are all equally terrifying.  Fight accordingly.
  • TAG SYSTEM: Using a custom tag system, redline is extremely customizable. Tag's govern modifiers, such as a slippery floor being a -2 to any checks involving movement. From making characters, to terrain, to the gear itself, everything is a tag. This (in conjunction with the "Hard 2D6" system) means that the game is constantly high intensity.
  • ​**Hard 2D6:**​ Redline uses a 2d6 system that has tier based success, with a <6 being a worse situation, a 7-9 being a conditional success, and a >10 being a success. This means that at all times, strategy is key.​

I hope you enjoy!

Push the boundaries. Hit the Redline.

-Steel Raven Games

Head over to:

https://discord.gg/fqSQv6hRCJ for the discord!

https://steelravengames.itch.io/redline to read the lore and find the game!

Push the boundaries. Hit the Redline.

-Steel Raven Games

reddit.com
u/Safe-Obligation-5931 — 19 days ago
▲ 0 r/TTRPG

REDLINE ANNOUNCEMENT POST + DISCORD LAUNCH!!!!

"The year is 20XX, the world is changing, and new threats arise. Some people run, some people  hide, but some people, some people fight back."

Welcome to Redline, a tactical high octane lethal TTRPG set in the not so far future. In Redline, you play as the people who get stuff done. Not always clean. Not always fair.  But they get the job done nonetheless.  

Facing off against dinosaurs, mechs, and murderers means that at all times, danger is real. Stay on your toes, or end up dead. Players are regularly fighting threats out of their level, stuck in deadly scenarios, and one mistake away from being killed.

You play as these specialists, people who do things fast, hard and well. Specialties and skills differ per character, with a heavy emphasis on making your character yours.  Are you someone who blows things up? or do you fight your way through hordes of opponents? Either way, the unique aspect makes you different, it makes you better than others.

The secrets and closed doors of the world are now wide open. The question is if you dare to go through them.

Will you die, or will you fight?

  • SPECIALIST CHARACTERS: Picking unique abilities​ , specialties and gear allows every character to be unique and different, not just in flavor, but in gameplay. 
  • HIGH OCTANE ACTION: The system hits hard, and it hits you back just as hard. A consequence track rather than HP means that getting hit in the arm is no longer a "minor issue". Bleeding out, Head trauma, or just being blown up are all equally terrifying.  Fight accordingly.
  • TAG SYSTEM: Using a custom tag system, redline is extremely customizable. Tag's govern modifiers, such as a slippery floor being a -2 to any checks involving movement. From making characters, to terrain, to the gear itself, everything is a tag. This (in conjunction with the "Hard 2D6" system) means that the game is constantly high intensity.
  • ​**​Hard 2D6:**​ Redline uses a 2d6 system that has tier based success, with a <6 being a worse situation, a 7-9 being a conditional success, and a >10 being a success. This means that at all times, strategy is key.​

I hope you enjoy!

Push the boundaries. Hit the Redline.

-Steel Raven Games

Head over to:

https://discord.gg/fqSQv6hRCJ for the discord!

https://steelravengames.itch.io/redline to read the lore and find the game!

Push the boundaries. Hit the Redline.

-Steel Raven Games

reddit.com
u/Safe-Obligation-5931 — 19 days ago

Here for advice on my new indie TTRPG, Redline!

Hello friends! For the last 6ish months, I've been working on my indie TTRPG! It's called Redline, and is a medium crunch high-lethality system! It is fully built from the ground up. Redline is a action TTRPG, with a heavy focus on tactical combat mechanics. It's main inspirations came from many sources, including martial arts movies, video games. lots of the combat ideas came from the assassin's creed, hitman, the new James bond game and some of the gunplay ideas came from the rainbow 6 games. I also was heavily influenced by the Jurassic park series of movies. I designed this system to feel like those movies did to me. High octane and tense, with the feeling that if you messed up, there would be real consequences. And that's where the slogan of the game came from; Push the boundaries. Hit the Redline.

This game is published by my one person studio,  @ SteelRavenGames on youtube (im making a video on the rules really soon)!

I'm gonna include the full ruleset Here. Please feel free to give any criticisms, or advice! The below is a summary of the rules!

Redline uses 2d6, with a set difficulty system. 6 fails, 7-9 barely passes, and 10+ is a success. The targets don’t change, the difficulty does. Rather than make the targets move up, your roll gets subtracted from.

The 2d6 also is more dramatic than the d20. This is due to the 2d6 giving you a more average spread of rolls, meaning more rolls in the 7-9 range; which is where the tension rises.

This tension is extremely important in combat, where fighting revolves around a mix of blocking striking, grabbing, and using gadgets, guns and the environment. This is where the lethality is. The combat is reactive, with hits dealing consequences, such as being dazed, stunned, and having your weapons knocked out of your arm. This is called the consequence track. It is what changes combat from “I swing my sword at him” to “I am going to attempt to grab the clothes from the nearby drawer, and throw it at him as a distraction, while entering into a grapple, and using my CQC background specialty to immediately drop him into a choke on the ground."

The Consequence track has many effects on gameplay, in my playtesting, It has caused my players to become hyper-aware of the damage they take, while feeling extremely rewarded in the damage they deal. This approach, where its not just how, but where to strike adds another layer of depth.

This part only took a few weeks to come up with, the basics of the system have been there, It just took me a bit to put the pieces together. But the one place redline innovates, is the Tag system.

Now I could go on and on for hours about how much I love this system, but I'm just gonna give you guys a rundown! So essentially, tags in redline are everything. They dictate abilities, terrain, movement, actions.

Some essential tags are

- Terrain Tags

- Condition Tags

- Gear tags

Terrain Tags are the most simple ones, with them affecting the environment around you. The "slick" tag raises difficulty of movement by 2. On a 7–9, you stumble, and lose your React. This is bad, because reactions are extremely important, being one of the main thing that keeps you alive. You get one reaction a turn, and reactions are either Passive, or Active.

Passive React (no roll required): is when you block, brace, duck, or step back. It raises the attacker's difficulty by 2.

Active React (roll required): Is when you catch yourself on a ledge, counter a grapple entry, redirect a throw, or even draw and fire before the other person closes distance. Roll 2d6 + relevant attribute vs. difficulty 8. Active reacts can do many things, but if you mess them up, you may end up with "condition tags"

These tags can be things like

Dazed: -2 to all rolls until end of next turn

Winded: -1 to all rolls, Move costs React

Concussed: -1 to all rolls, persists

This makes combat risky and fun, because all creatures (unless immune) can be affected by these conditions.

When I mentioned the influences earlier, you may have questioned the inclusion of rainbow 6 seige, as that was listed under "gunplay". But fear not, that is also an important part of the game.

Guns in Redline are scary. They are meant to be scary. A gun being drawn likely means someone is going to end up dead. A hit to the head by a gun immediately incapacitates, and a hit to the body causes you to have to make a roll to not fall at the spot.

And to balance this, redline follows a very simple rule.

"things exist in a material space"

Guns are loud. Fights are loud.

You cannot physically carry 25 guns.

Combat will and can alert nearby people. Your characters will have the cops called on them if they act too suspicious.

This, alongside a gear limit, and the importance of weapon concealment means that the game feels more grounded.

If you like the rules summary, I highly reccomend you go read the rulebook! Please run (or atleast try) it at your table if you can!

reddit.com
u/Safe-Obligation-5931 — 1 month ago
▲ 3 r/ttrpgdesign+2 crossposts

Here for advice on my new indie TTRPG, Redline!

Hello friends! For the last 6ish months, I've been working on my indie TTRPG! It's called Redline, and is a medium crunch high-lethality system! It is fully built from the ground up. Redline is a action TTRPG, with a heavy focus on tactical combat mechanics. It's main inspirations came from many sources, including martial arts movies, video games. lots of the combat ideas came from the assassin's creed, hitman, the new James bond game and some of the gunplay ideas came from the rainbow 6 games. I also was heavily influenced by the Jurassic park series of movies. I designed this system to feel like those movies did to me. High octane and tense, with the feeling that if you messed up, there would be real consequences. And that's where the slogan of the game came from; Push the boundaries. Hit the Redline.

This game is published by my one person studio, @ SteelRavenGames on youtube (im making a video on the rules really soon)!

I'm gonna include the full rules in the link (above or below, I don't really use reddit). Please feel free to give any criticisms, or advice!

Redline uses 2d6, with a set difficulty system. 6 fails, 7-9 barely passes, and 10+ is a success. The targets don’t change, the difficulty does. Rather than make the targets move up, your roll gets subtracted from.

The 2d6 also is more dramatic than the d20. This is due to the 2d6 giving you a more average spread of rolls, meaning more rolls in the 7-9 range; which is where the tension rises.

This tension is extremely important in combat, where fighting revolves around a mix of blocking striking, grabbing, and using gadgets, guns and the environment. This is where the lethality is. The combat is reactive, with hits dealing consequences, such as being dazed, stunned, and having your weapons knocked out of your arm. This is called the consequence track. It is what changes combat from “I swing my sword at him” to “I am going to attempt to grab the clothes from the nearby drawer, and throw it at him as a distraction, while entering into a grapple, and using my CQC background specialty to immediately drop him into a choke on the ground."

The Consequence track has many effects on gameplay, in my playtesting, It has caused my players to become hyper-aware of the damage they take, while feeling extremely rewarded in the damage they deal. This approach, where its not just how, but where to strike adds another layer of depth.

This part only took a few weeks to come up with, the basics of the system have been there, It just took me a bit to put the pieces together. But the one place redline innovates, is the Tag system.

Now I could go on and on for hours about how much I love this system, but I'm just gonna give you guys a rundown! So essentially, tags in redline are everything. They dictate abilities, terrain, movement, actions.

Some essential tags are

- Terrain Tags

- Condition Tags

- Gear tags

Terrain Tags are the most simple ones, with them affecting the environment around you. The "slick" tag raises difficulty of movement by 2. On a 7–9, you stumble, and lose your React. This is bad, because reactions are extremely important, being one of the main thing that keeps you alive. You get one reaction a turn, and reactions are either Passive, or Active.

Passive React (no roll required): is when you block, brace, duck, or step back. It raises the attacker's difficulty by 2.

Active React (roll required): Is when you catch yourself on a ledge, counter a grapple entry, redirect a throw, or even draw and fire before the other person closes distance. Roll 2d6 + relevant attribute vs. difficulty 8. Active reacts can do many things, but if you mess them up, you may end up with "condition tags"

These tags can be things like

Dazed: -2 to all rolls until end of next turn

Winded: -1 to all rolls, Move costs React

Concussed: -1 to all rolls, persists

This makes combat risky and fun, because all creatures (unless immune) can be affected by these conditions.

When I mentioned the influences earlier, you may have questioned the inclusion of rainbow 6 seige, as that was listed under "gunplay". But fear not, that is also an important part of the game.

Guns in Redline are scary. They are meant to be scary. A gun being drawn likely means someone is going to end up dead. A hit to the head by a gun immediately incapacitates, and a hit to the body causes you to have to make a roll to not fall at the spot.

And to balance this, redline follows a very simple rule.

"things exist in a material space"

Guns are loud. Fights are loud.

You cannot physically carry 25 guns.

Combat will and can alert nearby people. Your characters will have the cops called on them if they act too suspicious.

This, alongside a gear limit, and the importance of weapon concealment means that the game feels more grounded.

If you like the rules summary, I highly reccomend you go read the rulebook! Please run (or atleast try) it at your table if you can!

From (me) at steel raven games, thank you for reading!

docs.google.com
u/Safe-Obligation-5931 — 1 month ago