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Who are the really interesting modern TTRPG designers?
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<blockquote data-quote="Shardstone" data-source="post: 9307972" data-attributes="member: 6807784"><p><a href="https://www.dropbox.com/scl/fi/wszjov025wxeswomy7svg/SCC_123.zip?rlkey=hj5snf7dj03u6zgnx6gnnh6v2&dl=0" target="_blank">I'll post a free PDF link so that way it's not like I'm trying to make money/advertise here</a>. Keep in mind the PDF is still under construction; part 4 hasn't been laid out yet, and we're still going through and filling in some blanks and fixing formatting errors, but largely it's done so far. I also post this knowing that 5E designers often aren't what's wanted in these kinds of indie discussions but my inspirations are all indie [ATTACH=full]355794[/ATTACH]</p><p></p><p>I've been working for a few years now trying to create a version of the 5E combat and storytelling experience that better suit the games I like to run -- high-octane, cinematic combats mixed with compelling and real storytelling moments and explicitly asymmetrical in balance between players and GM instead of 5E's assumed balanced state.</p><p></p><p>I wanted skirmishes, easier and more cinematic actions to take in combat, ways to fight large numbers of opponents without having to use a lot of seperate monsters on a map, and ways to make boss battles against solo creatures actually work well. I also wanted to figure out ways to create tools for improving + prepping environmental things and Battlefield Assets (which I'm actually rewriting for the book now) that can be used on-demand. Lastly, I wanted to create a game that helped the DM keep pace without forcing them too while also giving a huge number of levers to create narrative and cinematic scenarios.</p><p></p><p>On top of this, I spent a huge number of months working on a character generator that not only on-boarded you to the game world but that gave you a compelling and easy to understand character despite the complete strange baroqueness of the setting. This is my greatest achievement in the book, and is at the front of Tablet 2.</p><p></p><p>I don't think the game is perfect, and there's things now I'd do differently if I restarted the project (including making it completely bespoke and rooting out all of 5E); however, I think I did a great job of showing how you can stretch 5E and designing something that I think could really be applied to every game in terms of base idea. Some of the stuff is setting specific, but most of it can easily be dropped into any 5E game and would IMO be a good model for enjoyment. </p><p></p><p>Tablet 4, which isn't fully in layout though, is what I consider my other masterpiece, and I'll link that when it's done. But I spent a loooong time creating a campaign toolkit that also equipped the GM with tools that can be used to just maximize what I perceive to be 5E's greatest trait: how well it runs when asymmetrical. </p><p></p><p>This is the second book, the first was a world book you can buy that mapped to D&D, but this second book turns the setting into almost its own complete game.</p></blockquote><p></p>
[QUOTE="Shardstone, post: 9307972, member: 6807784"] [URL='https://www.dropbox.com/scl/fi/wszjov025wxeswomy7svg/SCC_123.zip?rlkey=hj5snf7dj03u6zgnx6gnnh6v2&dl=0']I'll post a free PDF link so that way it's not like I'm trying to make money/advertise here[/URL]. Keep in mind the PDF is still under construction; part 4 hasn't been laid out yet, and we're still going through and filling in some blanks and fixing formatting errors, but largely it's done so far. I also post this knowing that 5E designers often aren't what's wanted in these kinds of indie discussions but my inspirations are all indie [ATTACH type="full"]355794[/ATTACH] I've been working for a few years now trying to create a version of the 5E combat and storytelling experience that better suit the games I like to run -- high-octane, cinematic combats mixed with compelling and real storytelling moments and explicitly asymmetrical in balance between players and GM instead of 5E's assumed balanced state. I wanted skirmishes, easier and more cinematic actions to take in combat, ways to fight large numbers of opponents without having to use a lot of seperate monsters on a map, and ways to make boss battles against solo creatures actually work well. I also wanted to figure out ways to create tools for improving + prepping environmental things and Battlefield Assets (which I'm actually rewriting for the book now) that can be used on-demand. Lastly, I wanted to create a game that helped the DM keep pace without forcing them too while also giving a huge number of levers to create narrative and cinematic scenarios. On top of this, I spent a huge number of months working on a character generator that not only on-boarded you to the game world but that gave you a compelling and easy to understand character despite the complete strange baroqueness of the setting. This is my greatest achievement in the book, and is at the front of Tablet 2. I don't think the game is perfect, and there's things now I'd do differently if I restarted the project (including making it completely bespoke and rooting out all of 5E); however, I think I did a great job of showing how you can stretch 5E and designing something that I think could really be applied to every game in terms of base idea. Some of the stuff is setting specific, but most of it can easily be dropped into any 5E game and would IMO be a good model for enjoyment. Tablet 4, which isn't fully in layout though, is what I consider my other masterpiece, and I'll link that when it's done. But I spent a loooong time creating a campaign toolkit that also equipped the GM with tools that can be used to just maximize what I perceive to be 5E's greatest trait: how well it runs when asymmetrical. This is the second book, the first was a world book you can buy that mapped to D&D, but this second book turns the setting into almost its own complete game. [/QUOTE]
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