r/RPGcreation

▲ 2 r/RPGcreation+1 crossposts

Tracking Resources?

Hi everyone!

I have a new Stress mechanic that is central to my system, and I'm wondering how people would recommend tracking it?

My current ideas are "tick-up dice" or a track of some kind(like a part of the character sheet)(although I'm unsure how to do it)

STRESS:

Replaces Exhaustion and half of Sanity.
Your Stress Threshold is equal to 10(?)+(willpower/10).
You gain Stress - “Exert” it - from numerous sources, including Critical Fails, and using most abilities.
When you reach your Stress Threshold, you begin Overdrawing. For each Stress you have Overdrawn, you gain a -1 to all your rolls.

Exhaustion:

At every 5(?)+(Willpower/10) Overdrawn Stress, you reach an “Exhaustion Threshold”.
For each Exhaustion Threshold you reach, you gain a negative effect, detailed in this table:

Effect
1 -10 to ability checks.
2 Speed decreased by 2m.
3 All damage sources deal 1 extra damage.
4 Disadvantage on ability checks.
5 -20 to Willpower Checks.
6 Speed Halved.
7 Disadvantage on all rolls.
8 Hit point maximum halved.
9 Hit point maximum: 1, Fail all rolls, All attacks against the exhausted creature have advantage. Speed reduced to 0.
10 Death.

Sanity:

You can also gain stress from witnessing disturbing and incomprehensible things.
The general guidelines are as follows:

Type  - Detail - First Experience/Next Times
Major Injury - Mutilation, Severe Blood-Loss(Limb Loses All Health, or total below half of pool) - 1d6 Stress/1 Stress
Undeath - Witnessing a zombie or ghoul - 1d8 **Stress/**1 Stress
Semi-Personal Death - Someone you know but are not close to- 2d6 Stress/1d6 Stress
Minor Aberrant Being - Cryptid, Mind Controlled - 1d10 Stress/1d4 Stress
True Aberrant Being - Aspect of a Deity - 1d12+2 Stress/1d10 Stress
Aberrant Deity - A Full Eldritch Deity - 10d10 Stress

Of course you can gain Stress from witnessing a variety of things, at the GM’s discretion.

Removing Stress:

If you are below your Stress Threshold, you remove 1 Stress after a Short Rest, you remove 1d6 Stress after a Medium Rest, and all after a Long Rest, so long as you have consumed the right amount of food and water.

If you are above your Stress Threshold, you do not remove any Stress after a Short Rest, you remove 1d4 Stress after a Medium Rest, and 1d10 after a Long Rest, so long as you have consumed the right amount of food and water.

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u/Metempsychos1s — 1 day ago

Thoughts on designing a game around managing a lesser noble house? (in a low-fantasy setting)

I've been playing TRPGs for a while now and also enjoy worldbuilding. Inspired by reading Dune and watching GoT/HotD, I was thinking about a medival fantasy TRPG where the players do go on 'classic' TRPG adventures, but also manage a lesser noble house.

What I had in mind was that it will expected that at least some the player characters are members or agents of such a house and that the gameplay (incl. adventures and resource management) are part of the drama and intruige of the politics of the world.

I really dig how in a more OSR/survival focussed TRPG like Forbidden Lands characters have more aspects to them then in what way they can kill people/monsters , and having core character aspects revolve around resource management, intruige and political drama seems really fun to me (which is also why I am exploring the possibility of designing a system around it rather than taking an existing system and adding more mechanics to it).

What are your thoughts on it? Are there games that do similar things already? Is it a fun idea/do you have any ideas of what elements of such a system might look like? Thanks!

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u/Dextui — 3 days ago

A Serious Conversation About Playtests

I’ve been spending a lot of time in online creator communities lately, and a recurring conversation is people struggling to get useful feedback on their games.

Alongside that, I keep seeing versions of the same (very problematic) advice:

“Don’t listen to feedback.”
“People will only comment on the part of the game that interests them.”
“Trust your gut.”

I understand the instinct behind it. You should not blindly implement every suggestion someone makes about your game.

But I think this (very bad) advice comes mostly from amateur designers who do not understand the process behind game research (understandably so). It can make newcomers dismiss player feedback before they have learned how to set up a playtest that allows them to collect useful data.

It is such a crucial part of game development that I felt like writing about it, mostly to help creator folks in their exciting journey of making games others will want to play :)

The good news is that getting good at playtesting is just another skill you can practice and master, and it is one you really shouldn't sleep on! So I compiled a 3 points list for you that I condensed from years of conducting playtests for both my job in the video game industry and my indie experience.

Hopefully it will help!

1. Go into a playtest knowing what you want to learn

One of the biggest mistakes I see is trying to test the whole game (or huge chunks of it) at once too early.

If you sit someone down with your game and simply ask, “What did you think?”, you might get some interesting comments, but it will be hard to know what to do with them. You are asking them to react to an entire experience, with no shared focus. It's a hard thing to do!

Instead, go into each playtest with a specific question you want to answer. You should gently guide your players and nudge them toward a specific area of focus.

Maybe you want to know:

  • Do players understand the core loop?
  • Does this combat system create interesting decisions?
  • Are players getting lost during character creation?
  • Does this particular mechanic create the feeling you intended?

I usually think of these as hypotheses, but you don't have to, it can just be simple questions around how you expect your game to behave. You have an idea about how a system will work or feel for players, and the playtest is your chance to validate that your assumption is true.

The more focused your question is, the more actionable the feedback is likely to be.

2. Guide your players towards the thing you are testing

Once you know what you are trying to learn, guide both the playtest and the feedback session around it.

That does not mean telling people what to say, or trying to get them to agree with you. It means making sure they actually spend time with the part of the game you are observing, then asking questions that help you understand their experience of it afterward.

A healthy playtest dataset is a combination of written observations and collected answer to targeted questions.

You do not need to treat every part of the session equally. If you are testing a particular mechanic, spend most of the time observing that mechanic. Skim past the parts that are not useful to the question you are trying to answer.

Then, during feedback, keep bringing the conversation back to your hypothesis:

  • What did you expect to happen here?
  • What made you choose that?
  • What was confusing?
  • Did this feel like the experience the game is trying to create?

You should still leave space for open feedback at the end. Players may notice something important that you were not looking for.

But focused questions come first. Otherwise, you can end up with lots of feedback that is not bad, just unrelated to the thing you currently need to understand or improve.

3. Learn how to turn feedback into action

The final skill is learning how to interpret what players are telling you. And that is the hardest part my friends.

Players are experts in their own experience, but they are not necessarily experts in diagnosing your game or designing its solution. So when someone says, “This was boring,” “I didn’t get it,” or “I wish there were more options,” do not treat that as an instruction to implement exactly what they suggested.

Treat it as evidence.

Your job is to work out what created that feeling. Were they bored because the choices were too obvious? Did they not understand the rule because the explanation was unclear, or because the game did not give them a good opportunity to use it? Are they asking for more options because the existing ones do not feel distinct enough?

This is the loop: build something, test a focused question, learn from what players experienced, then decide what to change next.

You will not always get it right immediately, and that is fine. The point is to build the habit of turning player experience into a clearer next experiment, not of blindly following every suggestion, or dismissing feedback altogether.

Conclusion

Playtesting is not just getting a few people in a room and asking whether they liked your game.

It means being deliberate: deciding what you need to learn, creating a session that helps you learn it, and getting better at turning player experience into useful next steps.

You do not need a huge budget or a research lab to start practising it. You just need to be deliberate about your testing process and start honing those skills like any other.

If you are curious to get more insight or support to push your project forward, I run a small Discord community for my players and other game creators where we support each other. Come make games with us:

https://discord.gg/bccguBGupu

And if you are wondering who the fuck I am and why I'm rambling about making games, here is my Linkedin profile -> https://www.linkedin.com/in/aramtab/

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u/Traditional-Collar-7 — 3 days ago

So I took a hard look at how I tackle designing my tactical solo TTRPG

In designing my tactical solo TTRPGs, I like to figure out the rules, bundle rules together into mechanics, group mechanics into systems before tying systems together into the game loop.

As I write this I realised that I lean towards an emergent & iterative approach too. But I don't think I'm deciding the game loop first & then reverse engineering the rules. Needs more thought...

Realising that a rule is the smallest building block brought me a degree of comfort, cause this hierarchy mirrors a familiar one from screenwriting:

beat -> scene -> sequence -> act.

I'm trying to be diligent & disciplined in reusing rules, mechanics, & systems in order to limit scope creep.

But it's definitely wearing a cape, cause it's super hard & fighting me in a never-ending battle. I constantly can't help thinking 'What if I do this?' or 'This would be cool!'

Starting to believe that good system design is in part asking 'what can I reuse?' before 'what else can I add?'

Now I'm curious if other designers have a similar hierarchy.

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u/Skylarkin_M — 5 days ago
▲ 47 r/RPGcreation+6 crossposts

S.WORDS: A two-player RPG of swordplay, insults, and hand management

I recently finished S.Words, a one-page RPG for two players using one ordinary deck of cards. I made it for the One-Page RPG Jam.

Each player portrays a Victorian duelist. Every exchange is either an Attack, which depletes the opponent’s hand, or an Insult, which manipulates its composition. The Insult must be an actual sentence said by the player.

I tried to write the entire game as a letter from one gentleman challenging another to a duel while explaining its rules. That is also why there is a space for a signature at the bottom: ideally, you sign the challenge and hand it to the person you wish to play with.

Both players secretly choose a card and reveal simultaneously:
-If the defender matches the acting duelist’s suit, they Counter and win regardless of rank.
-Otherwise, the higher rank wins an Attack.
-The lower rank wins an Insult.
-Equal ranks favour the acting duelist.
-Aces may be declared high or low.

I'll leave the details out of this post, so it doesn't become too long.

Players also divide five hidden Reserve cards among Swordplay, Wit, and Guile. After losing an appropriate exchange, a Reserve may replace the card originally played and force the result to be evaluated again.

A player with no cards remaining is defeated.

There are also two Jokers, treated as outright cheating: playing one causes the duelists to exchange their remaining hands, discard everything received, and redraw the same number of cards.

https://velitrpgs.itch.io/s-words

I would appreciate feedback on:

  1. Does the defender’s same-suit Counter feel satisfying? Like predicting what your opponent would do.
  2. Are Insults strategically worthwhile beside Attacks, given that they rearrange cards rather than directly reducing the opponent’s hand?
  3. Are the hidden Reserves(the "attributes" of this system) text understandable?
  4. Does the Joker create an entertaining reversal, or does it disrupt the duel too severely?
  5. Is there anything in the one-page rules that you could not confidently resolve at the table?

I am especially interested in criticism from people reading the rules without me present, since clarity is harder to judge once one already knows how the game is supposed to work.

And of course, If you have any patience left to rate the game on itch, I would greatly thank you.

u/Guilher_Wolfang — 6 days ago

Questions about working in tabletop RPG design

I’m a young brazilian person looking to work in game design specifically for tabletop RPGs and board games. I have a good amount of experience reading existing game systems and books on the subject, but I’m not sure how to actually break into the job market. I don't know what courses I should take to boost my resume, or if there are even specific college programs for this. I could really use some help thanks in advance! :D

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u/Ill-Double-5415 — 5 days ago
▲ 12 r/RPGcreation+1 crossposts

Tomewright finally live

Hi Everyone,

Sorry if this something you see too much of, but I have finally opened up access to my tool tomewright.com where you can easily make print friendly documents (character sheets, DM sheets, any other document you could need).

I would be happy to have open communication with users to get a better idea of what things are/aren't right.

It will be an ongoing and evolving thing so if you have any ideas please let me know or if something isn't quite right for you.

Happy designing :)

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u/Cautious-Radio-5388 — 6 days ago

Alternatives for Warhammer Roleplay

Basically the title. I'm aware of Zweihander and used to make content for it back when the community content program first started, and I'm aware of Sledgehammer. I've been out of the scene for a while though, so idk what else has sprung up since.

The issue I take with Warhammer is its mechanics are pretty baked into its setting, but the d100 core I love as my favorite resolution mechanic.

Zwei is generally more open-ended, but still a clone of it and still contains a lot of the weightiness I'm not a fan of.

Sledgehammer was a boon of a find, but its almost too light.

I've been developing and tweaking my own homebrew system for several years over several vastly different iterations. I'm wondering odd anyone knows of any systems out there able to scratch the itch without having to make my own.

D100 roll-under, rules light but not abysmally so. Preferably no setting with tied-in mechanics. Fantasy preferred, but not against sci-fi.

I'll be crossposting this between r/rpgcreation and r/ttrpgs, so I'm also cool with sub suggestions too.

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u/BravoTeam_Nomad — 5 days ago
▲ 0 r/RPGcreation+1 crossposts

TTRPG Survey for designing my own adventure module as my bachelors thesis

Hi there,

I’m currently working on my bachelors thesis,
in which I’m gonna design an Adventure Module as a book.

The scientific part will cover the optimal Layout for Gamemasters
and how to get around group dynamics to optimize for smooth gameplay and relations.

For this I need as many different experience, so have an impartial as possible view on the topic.
So it would be really great, if you partook in this survey.

If you are Player and Gamemaster, it would be great, if you’d fill out both forms.

Thank you very much!

For Players:

https://forms.gle/aNboxJXqB3xL14jp8 

For Gamemasters:

https://forms.gle/Py28Sjt8wYZRirUNA 

u/TinyXPR — 6 days ago
▲ 14 r/RPGcreation+2 crossposts

One Page RPG Jam Submission: Echoes of Discord

I've submitted my entry for this year's One-Page RPG Jam on Itch.io and am excited to share it with all of you!

Echoes of Discord is a bleak, rules-lite TTRPG about a world devoid of harmony. The dead have risen from their graves and feast on the living. You play as a Virtuoso, and your objective is to protect the living and put the dead back in the grave using your melody, and/or die trying.

The game is free to download and play. I've released it under the CC 4.0 license, so anyone can hack it and adapt it to their hearts content. I've also provided a printer friendly version to make it more accessible.

Let me know what you think!

ursatorium-emporium.itch.io
u/NecromncR13 — 6 days ago
▲ 11 r/RPGcreation+5 crossposts

I'm attempting to make a Slice of life game.

I’ve been recently working on a TTRPG called, “Project AiO: Open for Business”, and I think it’s finally ready for an initial round of outside feedback.

Open for Business is a slice-of-life workplace game about ordinary employees getting through a Shift together. The default settings are cafés, bars or nightclubs, and restaurants. This can be expanded to retail shops, hotels, offices, and similar workplaces.

The workplace gives the game structure, but the Characters are the real story. A Shift might involve a rush, a difficult customer, missing supplies, or broken Equipment. It might also just be about two coworkers talking during cleanup, a regular acting differently than usual, someone bringing Personal Pressure into work, or a quiet moment after a stressful service.

The game uses a lighter version of my larger Project AiO rules set, but it is not meant to be rules-lite per-se. The goal is for the mechanics to stay out of the way when they are not needed and become more involved when the situation calls for them. 

Longer campaigns track both the Employees and the workplace. Characters advance through Employment Level, which improves access to personal Tools. The business advances through Workplace Rating, which determines the quality of its Equipment. Over time a workplace can improve, struggle, decline, or eventually close.

This is an initial review draft, not a finished layout. At this stage I’m mostly interested in whether the game itself holds together.

https://docs.google.com/document/d/1Z72Y_eWHq7oNxGM0bEV0RmWVk4grt8kaeDFBPjajNjM/edit?usp=sharing

u/cyrosgold — 9 days ago
▲ 15 r/RPGcreation+3 crossposts

(Self Promotion) Red Mountain TTRPG: Available on Itch.io

If you have ever played an OSR game, you would know that combat and exploration can often result in a beloved character's untimely demise at the hands of a pit of spikes or an armless goblin. Tactics for battles and combat rarely seem to help when the preferable answer is always to run away; oftentimes, combat doesn't grant EXP or anything useful.

I understand that the system that those games use can be difficult for a lot of players used to modern 5e. Going from 5e to something like B/X can be very difficult

Thus I am attempting to make a middle ground between modern and old TTRPG's: Red Mountain.

Red Mountain is an attempting at creating a game that can be equally split with Combat, Exploration, and Roleplay. Character classes have much more options for combat, as well as new explorational spells and abilities that can be used to defeat the aformentioned armless goblins or circumvent the pit of spikes, but without compromising the risk of being unprepared in exploration or combat.

Although it is certainly in development, I still need a community or a reader to give advice on what to add next while I'm still in the playtesting stage. I currently have a free document of the rules, a small cheat sheet, and a character sheet available for free to download on my Itch io page. I'd ask you to check it out, and give me some feedback on the current systems. It might looks ugly for now (I'm not quite a graphic designer!) but we'll get to the looks phase sooner when we have a finalized copy of the rules.

Please check us out or give us a read on our Itch io page at: https://red-mountain-ttrpg.itch.io/red-mountain-ttrpg

u/Zerisian — 8 days ago

Clogger - my submission to the one-page RPG jam 2026

Hello everyone, have just released my submission to this year's One-Page RPG Jam 2006 https://itch.io/jam/one-page-rpg-jam-2026

This is a free downloadable game for 2-5 players, a revolving referee, easy to learn and extensively play-tested. Most play-tests had a run time of approximately 90 minutes.

You are a failed experiment, starting as a blockage in the toilet. Refusing to be flushed away by the scientists that made you, your rapidly evolving body is ready to think and mutate its way out of the lab and into the airlock - to freedom!

https://bandywillow.itch.io/clogger-one-page-rpg

Would love you to download, play and comment.

u/Nickward777 — 7 days ago

Anyone Have An Awesome Looking Modern TTRPG Template For Typst?

I am usually more a LaTeX kind of guy but thought about taking a closer look at typst as it is easier to understand for new users. I want to use the template for **rulebooks **and adventures

Example of a modern looking one: https://github.com/coljac/typst-dnd5e

Example for an old looking one (what I am not looking for): https://discourse.rpgcauldron.com/t/typst-for-ttrpgs/1640 or https://idraluna-archives.itch.io/old-school-rpg-typst-templates

"Awesome looking" is of subjective i.e. what you find cool looking.

u/Key-Door7340 — 8 days ago
▲ 23 r/RPGcreation+4 crossposts

Les comparto un pequeño juego gratis!

¡Hola gente! Quiero compartirles este pequeño juego que armamos para la One Page Jam de este año.

Es un juego que si bien toca temas serios como la depresión, realmente busca ser esperanzador, y mostrar como con la ayuda de los demás se puede salir adelante, el juego premia la empatía, y funciona escuchando a los demás, y aprendiendo de sus palabras, para luego poder ayudarlos cuando lo necesiten.

Los invito a probarlo en sus mesas al menos una vez, puede ser una experiencia interesante para conocer más a sus compañeros y estrechar lazos.

Saludos!

[https://thecompanystudio.itch.io/together](https://thecompanystudio.itch.io/together)

PD: El juego es gratis, y está en español e inglés.

u/Agreeable_Lychee1518 — 9 days ago

Different Approaches to Perception on TTRPGs

So I've been playing with the concept of perception in my game. The mainstream traditional games generally tend to use perception skills to symbolize how sharp your senses are. On the other hand we have games where you perceive something if you know what to look for or what you're looking at, like a magician being able to spot a sleight of hand because they know how to perform it or a warrior being able to tell what kind of weapon was used to off someone because they've seen a lot of that in the battlefield. I like this approach a lot more because it gives more uses to a wider scope of skills while avoiding situations where someone like the Ranger notices something wrong with a potion because the alchemist had a low Investigation/Perception score, but I ran into an "issue" where, for example, the skill to disarm traps would be the same skill to find hidden traps and the skill about making concoctions with plants would be the same skill to find those plants. This will make me either ask for two skill rolls of the same skill to represent different situations which could feel "same-y" or merge the rolls into a single roll which could be underwhelming the different stages of the process for a given task. I'm struggling to find the right balance while keeping the concept and would appreciate some insights!

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u/DeadlyDeadpan — 14 days ago