Any chance to make a video tutorial on how to play? I need some visual to understand but better
detecjack
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hey
im reading this short TTRPG, and it gives me some real fear and hunger game vibes. was this something you were inspired by as you wrote these?
when you made an example on how the attack rolls work, you started by stating two goblins whose levels are 3 and their value is 3. Now if the total rolled is 6 and you distribute 3 to the first goblin and the other 3 to the other goblin, and you mentioned they both were killed. is that because their life point was 1?
this was confusing at first because i was trying to comprehend how they were killed because the concept of hit value and life point wasnt introduced yet or told differently till later pages
similar issue at raging sixes,
you mentioned "During Raging Sixes, Halflings roll 1d6 (do not roll 2d6 for these additional rolls)." this was also confusing until i read halfling and its traits. i think a more appropriate sentence would be something like "during Raging Sixes, halfling Luck trait (see below) will not be part of the exception" or something along those lines to be a little more clear.
i can see that you as DM given a free list of monsters to make the dungeons as relentless as ever, but you have also given encounter table examples to use or run, and i see tier one and two foe example. so why not go for tier 3 foe example?
otherwise this seems to be easy to read and easy to play and run and i really like how you brutal you have given but not without some rewards and such, so its cool to see
another question
do you plan to give enemies their effects like how players has one? you could copy paste some of player cards effect to the enemies' cards, but the more fun ideas is to cook up some special or unique effects for them. something like how if the king dies then the queen will double attack or something like that
by doing this it would give the players some real challenges and may push for different rewards picks (because everytime rewards comes up i always choose extra card slot because it is simply that powerful)
just played a run of this, the cards are overpwered in fun way, i can also see this being a campaign game mode with story if you ever choose this route in future
i will say you should add some music that makes this game more addictive than ever, like those dings any time you hit enemies? they are great and maybe something of music rhythm or whatever to gain more dopamine, but I dunno if im making sense tbh
so how does one shot works exactly? is the setup still the same as the normal dead hand setup? as in players will have to pick suit that they take damage from? and the modifiers are for the green-yellow-red zones?
could you throw an example scenario on how that works? say player wishes to get rid of the lock that locks the door by force
to they then roll 2d6 and then add strength modifers? What is considered a success? when it isnt their suit? and do dead hand exists?
Also one more thing
Could you explain to me in sentence what each of categories means in your interpretation?
For (weapon) I think is an object to interact or use to kill the victim
The (motive) would be reasoning for killer to kill the victim
But what is (accomplice) a person who willingly or unwilling, intentional or unintentionally helping the killer in one way or another?
And (opportunity)? It sounds to me like a way to kill the victim or something like that but I still need your interpretation and your examples for each categories for extra clarification
bro how could i not check your pfp if i really liked your isekai as villaniess so much that i dmed 2 of my friends to run them.
that is it, i am going to read a couple of your system and i am going to bug my friends into DMing them those one shot (they dont like solo or self journal) starting with this cool concept idea and then case closed to try next
ps: how is it going with animal related ttrpg? some dinos related perhaps maybe? nonetheless cant wait to see your next project
What happens if you are stalled and you fail at rolling 4-6 result? Do you try again or is there any consequences happens before that?
Edit: nevermind, the line "for each successive roll add +1 time" doesn't mean successful, basically however long you failed to restart the bike til you succeed is how many +1 time to you add (so if you fail two times but succeed on 4, you add +2 on your time). I would suggest to bold the word successive in my opinion
Those examples of your system makes reading the rulebook much better now
Didn't know you needed to start low 50/50 roll chances before going big, this makes more sense now. so if you want to do something medium or big like stealing a painting from museum you gotta have 3 to 4 dice set but if you only have 1-2 means DM have to say it's impossible
This makes pushing to gamble more factor into it and a must do mechanic in order to progress bigger ones. I very much like it
Thank you for your hard work and your time to reply and helping me understand your game
I see, one last thing (or until I have more questions that comes to mind)
On skills related modification I want to create an example in order to ask this; this player is attempting to charm receptionist as distraction so the party infiltrate the building, player have 2 dice and their previous roll with 2 dice was 5 in total, player goes for inflate and gain 3 dice total and picks talking fast.
The dice result unfortunately 4 but his talking fast is +2 so that's a successful with success result, however the next roll isn't 6 and over, that's still 4 and over correct? Or do we go back to 5 and over to beat? That's what I understood from "modifying this result does not affect the dice roll totally result that will carry over to your next roll"
so on the bubble, if dice pool is 0 then they must pick inflate, however if they succeed on one die roll, they still have an option to "gamble" and pick inflate again right? its how you gain second die and roll total of two dice, if they wish to stop then they can stop while they gain this amount of dice, only do players choose pop do they reset back to 0? that or fail on the rule
really like the idea and will see if i can find a way to play this with somone
one more question: the prompt is that the criminal/s is ALWAYS responsible for the dead in one way or another? or can it be any other crime instead? (be it stealing a painting or robbed the bank)
browsing on new section of TTRPG and i find thid rpg and the way this store page looks familiar so i look at your profile and yep.
you are the creator of isekai villain solo rpg that i played while ago, keep up the good work on those solo RPG projects and hope to see more fun projects
selfish request: perhaps animals related rpg? i have many mini animals toys and maybe even a 1 dm 1 player animal rpg
Today I decided to run 1 DM 1 player one shot with your rpg system similar to how this channel does 1 DM 1 player
My friend ended up rolling really great for days and ended up his last day event 23 and with each scenario roll he kept getting lucky critical success (his attribute was 5 lore 1 love) and took many advantages to heart reward which got him to decrease so many of bad ending counters lol
On last day of 23 when he made it he also triggered protagonist 10 heart Love Interest ( she was added mid session due to scenario or some sort) and ended up giving him the biggest plot twist secret of all time. Which was she was also isekaied into the world as he was
It was really fun to see and witness and it felt like post credit anime ed with that twist if that makes sense lol
i see, i will take a look at "signal fire" case once i feel like i got the gist of it but since you are here then i can ask this:
shouldnt there be at least one quick sheet or how to play summary for the players/detectives? or reference for mix success and failure and full success and what makes deja vu etc? although i could create a refrence papers myself for players and anyone who tackle tho
this paragraph isnt a question but more so a revelation i had the other day when i searched if anyone tried running your game, and someone did but its in world of fallout series and this is when it hit me, YOUR game can run in many worlds or universe and it would fit perfect, things like gotham city in dc world or town of silent hill or even as simple as era of sherlock holmes. it hit me because one of 12 skills you created for character sheet is exofamiliar and then thinking this skill fits in silent hill lol
I didn't understand what love or attribute is until this comment.
I think it's really important for you if you have time to update "how to play" section to include that attribute means your Love and Lore and their example on when it's appropriate to use them on. It stumped me and even used keyword "attribute" to see if I was missing anything else
Currently doing setup for my first run, and there is a question that I need clarification; there are 6 bad endings, you roll 2d6 to see what day those bad endings will be, for the first one, 2d6 if say landed 5 and 6, you are meant to addition/add together so the day of first bad ending is 11 right? And then for second and rest of them we use only 1d6 after day 11 yeah?
One last question: on how to play section "Then, resolve the scene by rolling 1d6. Roll +1d if your way to resolve this challenge is related to your role or background"
That +1d meant to say +1d6 correct?
Otherwise I should be all good to give it a shot