Sabazius
u/Sabazius
I have a problem: I really want to like Savage Worlds, but the core rulebook (SWADE) is one of the worst organized texts I've ever read. Assigning trait points before you get any explanation of how they work? You have to pick hindrances before edges, with no explanation that edges cost hindrances until the end of the character creation chapter? The book tells you there's no difference between attributes and skills in character creation, then you have to go through two (more on page XX) redirects to learn that actually there is a difference and its really important... And that's before you get past chapter one! (why is Gear before how to play the game? Why is GM advice split in two chapters w
Resolve: a free New Year's Eve one-page RPG about setting and testing your resolutions for the year ahead. Part solitaire card game, part tarot practice!
alexrkeen.itch.io/resolveTarot fans may enjoy this unique New Year's Eve spread that's part reflective practice and part solitaire card game. Discover 12 challenges to come in the year ahead and see how they test your resolve. Download for free!
alexrkeen.itch.io/resolveA unique New Year's Eve spread that's part reflective practice and part solitaire card game. Discover 12 challenges to come in the year ahead and see how they test your resolution with prompts for reflection and discovery. Download for free!
alexrkeen.itch.io/resolveBuffy meets Men in Black meets Jason Bourne!
I'd love feedback on the player-facing text for this system I've been developing. I'm especially interested in thoughts on:
- level of interest in the premise and setting (would you play this game?)
- section ordering (is everything introduced in a useful order?)
- any mechanics which seem confusing (what doesn't make sense?)
- any concerns about mechanical elements (what might cause problems? Do the mechanics live up to the fantasy?)
- inclusivity, representation, player safety stuff
I've not touched layout yet, just exported this from a markdown editor, s
Buffy meets Men in Black meets Jason Bourne!
I'd love feedback on the player-facing text for this system I've been developing. I'm especially interested in thoughts on:
- level of interest in the premise and setting (would you play this game?)
- section ordering (is everything introduced in a useful order?)
- any mechanics which seem confusing (what doesn't make sense?)
- any concerns about mechanical elements (what might cause problems? Do the mechanics live up to the fantasy?)
- inclusivity, representation, player safety stuff
I've not touched layout yet, just exported this from a markdown editor, s
(x-posted from r/RPGCreation)
I'm working on a core resolution mechanic for a game about demon-killing secret agents in alt-history 1979 (think Constantine meets Buffy via Men In Black) and am looking for alternatives to having a list of skills which modify rolls.
I'm pretty happy with how attributes are set up: there are four attributes, which have their own dice values associated with them. The character rolls 2d10 when using their best attribute, 2d8 for their average attributes and 2d6 for their weakest attribute.
I want some mechanism that differentiates characters beyond just their attributes and allows them to increase the result of their rolls based on more individual qual




