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Talk About Your Entry Sticky

A topic by Minakie created Jul 01, 2022 Views: 316 Replies: 14
Viewing posts 1 to 12
Jam Host

This corner is where you can talk a bit about your game. Which system does it use? What's the theme and what was the inspiration behind it? Which research sources (music, books, movies, games, etc.) did you use - or plan to use - as preparation? Do you have any goals that you want to achieve during this jam?

If you have questions or are looking for feedback regarding your game, please create a new Topic instead.

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Este cantinho é para poderem falar um pouco dos vossos jogos. Que sistema usa? Qual é o tema e qual foi a inspiração por trás? Que fontes de pesquisa (música, livros, filmes, jogos, etc.) é que usaram - ou pensam vir a usar - como preparação? Têm algum objectivo que queiram alcançar durante a jam?

Se tiverem questões ou quiserem feedback sobre o vosso jogo, por favor criem antes um novo Tópico.

(+2)

i'll need a title, but my plan is to make a hack of beyond the rift (with heavy leanings on anyone can wear the mask)—a chosen one travels the land to prepare to defeat the dark god trying to impede their progress all the way, held back only by a benevolent god, weakened but using the last vestiges of their power to protect the chosen one as best they can. each player plays one, the chosen one is destined for victory, and cards are used to tell the story and determine successes and failures along the way.

Submitted(+2)

Thanks for hosting this! I've created settings and adventures before, but this will be my first game jam! I've got an idea that I've had in the back of my mind for a premise for a while, and there is a mechanic I'd like to try, so I'm going to see if I can put an ashcan version together in a week!

Title: Pro Scientia!

Theme/pitch: You're a team of science heroes, where everyone character mixes and matches a domain (temporal, cosmic, mystical, etc.) and a research area (physicist, psychologist, archaeologist, etc.).

Touchstones: Doctor Who, Fantastic Four/FF, Johnny Quest.

Goal: Create an ashcan with character creation rules, basic moves, and some story hooks. 

Number of players: 3+

Session time: 1-2 hours

I'm planning to try a modification of the Apocalypse World engine, that makes it a little more similar to Forged in the Dark, Cypher, or 5e. 


Basic move structure is:

• Player says what they want to do

• GM sets a difficulty number, and sets the consequences of failure. This could range from “nothing” to “you die”, depending on fictional positioning.

• You roll 2d6 + Mod, same as typical descendants of Apocalypse World

• If you hit the difficulty, you succeed

• If you don’t hit the difficulty, you can choose to accept one or more consequences. Each consequence adds to your roll until you hit the difficulty number

For example, say you want to rig an alien ship to explode on a timer. GM could set that difficulty at 10, and say that the consequences of failure are that you fail, and a squad of alien soldiers will be on your tail. You roll 2d6 + Mod, and get an 8. You choose two consequences: (1) the timer is shorter than you anticipated, and (2) the alien soldiers are right on top of you. This increases your result to 10.

In a way this feels a lot like Forged in the Dark’s system of choosing how to mitigate the consequences of a bad roll. Not exactly the same but similar flavour.

This hits the points I like about PbtA and d20 systems:

• The player has agency; they make frequent small decisions 

• The mechanics support the idea that tasks have different difficulties numerically, rather than needing new moves or GM permission when the PCs and opposition are unmatched 

• Easy structure for doing “catch-all” actions not covered by explicit moves, similar to Forged in the Dark

(+1)

Title: Legend of the Last Hero???

Theme: A game with heavy multi-classing that aims to bring players from peasant to demigod.  I want it to have a more economic bent than ordinary games.

Number of players: Possibly 1

Style: I intend for this to be something like Tunnels & Trolls.  People make up a choose your own adventure type story that other people then play through.

The fact is that there's a limit to what I can conceivably accomplish during the timeframe of the gamejam.

I would eventually like to add software that moderates the game and/or helps create adventures.  That's outside the scope of this project.

Submitted(+1)

Hi all! My friend and I are working on a little custom game.
Working Title: Miserable Minions
Theme: Players take control of a wizard's minions, attempting to accomplish increasingly difficult tasks while avoiding catastrophe and the wizard's disapproval.

Number of players: 3-5

System: Custom system, with some nods to Blades in the Dark. Session-based gameplay with light campaign dynamics. Features a push-your-luck dice mechanic and plenty of room to describe antics.

Jam HostSubmitted(+1)

Hello fellow RPGeniuses! This will be my third participation in this jam, and just like last year, I'm challenging myself to answer to Dreamup's RPGenesis workshop (portuguese version here, english version can be found in Minakie's Unofficial RPGenesis Guide here). Last year I wasn't able to finish that workshop, but it helped me a lot for my submission, therefore I also strongly recommend for people to check out this guide.
If you want to take a look at how one can work through this workshop, you can follow along with my Highway to RPGenesis 2022 blog series during the next couple days. And it's also a way to document my developing project, that is very much open to feedback at all times.

Title: undefined

Number of Players: 1, possibly 2 if time allows to toy around with the idea

Topic: A game about exploring a mysterious and dangerous island, while uncovering legacies and establishing your own

Inspirations: Carta system solo games, Ironsworn, Lone Eons, The Quiet Year, the Kingdom series of videogames

Submitted(+2)

Hey friends, just joined the site and thought id try out a jam to get my writing juices going. Awesome work you're doing hosting this <3. For the game:


Title: MAGICAL GIRLS IN SPACE

Theme: See above.

Number of players: 3-4

System: A d4 pool system where a single 4 is a success. Pool size is directly tied to stat number, which maxes at 5. Certain effects also require the sum of the dice pool to be high enough. There are 3 stats and 3 classes/archetypes with customizable abilities.

Style: Heavy cooperative emphasis, and depending if i have enough time, completely GMless. Extremely Rules lite with most of the writing going towards tables and charts which generate the game.


Thanks for the opportunity!

Submitted (1 edit) (+2)

How's everyone else doing? I'm at 2837 words, but I think I'll need more than 5000 to have a playable draft so ¯\_(ツ)_/¯

Jam HostSubmitted(+1)

Yeah, sometimes the 5000 are not enough anymore xD
I'm somewhere around the 700 words, as usual I start pretty slow to pick up speed by the end of the week.

(+1)

I'm in a similar situation.  I've got a lot of words, but no game.  I wound up redoing part of it because the attack values were increasing too quickly relative to the life points.  And the weapons weren't even included.  It's a mess.

Submitted(+1)

~Feels~

I did a playtest with my weekly group that I normally GM Numenera for. The flavour was on-point but the balance is off. I don't think I can get that perfect in this revision. I'm labeling it "Playtest Edition v0.1". :)

Jam HostSubmitted(+2)

Getting something ready enough to playtest from is already an achievement on itself. My entry to this game jam most likely will also be a document that I can playtest from. There’s nothing stopping us from developing it further in the future, and playtest is always useful. 

Submitted (1 edit) (+3)

Thanks for hosting this jam! It was my first attempt at making a TTRPG, and I don't think I would have taken the step otherwise.

Game: Machinae Deorum // The Gods' Machine

System: a novel system that uses tarot cards and regular playing cards

Theme: technology and interpersonal relationships of a dedicated inventor

Inspiration: American Gods by Neil Gaiman, Microscope by Lame Mage Productions

Goal: to send out my first attempt at a TTRPG and have it be at least playable (I think I succeded)

Etc: I tried to create a game for worldbuilding (one of my favorite things to do) which allowed players to create a technocratic or tech-heavy region for their games (my other passion). I tried to create plenty of bounded accuracy so that everyone has equal opportunity and reason to participate in roleplay and worldbuilding. Hope anyone who takes a look likes it!

Submitted(+3)

Alright, I've got my game uploaded so now I have time to actually talk about it.

The game I made for this was Dragons of the Western Shores, which is basically a 40 page attempt to recreate the appeals of a certain d20 fantasy game without having some of the issues I dislike with it.

There are a couple changes. It's player-focused, one-roll resolution, d20-only (no other dice!), and has more options for character and item customization. Characters are built from Aptitudes, which are a blend of attributes and skills, then gain Specializations and Domains as they increase in power. Domains unlock Abilities, powerful rule-bending options that let players customize their playstyle.

I've started from scratch around a narrative core, with a focus on giving players an opportunity to roleplay and adventure without obligatory combat (though there's plenty of that if you want it). Each Domain functions a little bit like being a spellcaster, having ki points, etc. in more traditional d20 systems, opening the pathway to loads of special abilities and providing point pools used to fuel their use.

There is a lot more focus on the mechanics of adventuring, such as gear maintenance, but this tries to go as quickly as possible. The goal is to discourage wanton violence and encourage using helpers and taking advantage of civilization when it's around. If you're an adventurer, you need to think about travel considerations and pack accordingly, without having a complex encumbrance system that's bothering you over picking up every little thing.

The system is fairly simple: it's a roll-under mechanic, with your result providing a boost to the effectiveness of your results. Combat uses range bands instead of a grid, allowing you to track each character's position as a number. Characters in the same range band join a formation, allowing them to defend more easily and providing potential bonuses.

Content-wise, it's a little "light" with a lot of options but very little room for advancement. Since a lot of abilities and actions scale with Aptitudes and Domains, this isn't necessarily a huge problem, since you can still become more powerful, but my next goals are to work on spellcasting, making a system for characters who have access to various schools of magic to learn specialized spells by extending the current ability mechanics. Right now this is handled using tests and GM fiat or a couple of options under the ability itself.

Other focuses include expanding armor and gear options, potentially rebalancing the Aptitudes and Domains, and who knows what else. The setting is borrowed from one that I've worked on for years, but is looking at a part of the world that hasn't gotten much attention before.

Submitted(+2)

Congrats to everyone who participated, and to those who submitted!