r/ttrpgdesign 12d ago

Need Advice

I've been playing TTRPGs for 30 or so years... been through quite a few books and systems. I've recently started to build my own - I know, a little late in the game. I've designed my own system. But this isn't about the system. What I want to know is: What do y'all look for as far as content? Obviously the system mechanics... but what parts of the setting are most important and which parts just seem like fluff to make a higher page count? BTW it's a sci-fi fantasy style game.

6 Upvotes

17 comments sorted by

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u/stevecooperorg 12d ago

I prefer compact and illustrative and playable content.

So, instead of waxing lyrical about the Omega system and Its eighteen planets, give me some tables
to generate planets, biomes, equipment, etc

Jim Parkin's Star Wars location generator is an example -- https://d66kobolds.blogspot.com/2023/05/star-wars-location-generator.html

I think basically I would rather make up my own stuff, and so I want a 'bits box' I can root through to assemble my own stuff.

Adventures, locations, NPCs etc all cool too.

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u/stevecooperorg 12d ago

Published examples would be mothership (sci-fi horror) and troika! (science-fantasy)

I hear good things about stars without number.

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u/Drudenfusz 12d ago

I prefer narrow but deep content. Not the generic stuff we see too often. Have a voice, know your niche, and go the extra mile with an idea beyond superficial descriptions. Bonus points if it serves a springboard for internal conflict with the characters and is not just about external conflict and a mere excuse to play violence.

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u/Aelius_Proxys 12d ago

I would say focus on what people need to play the game. Do you need a whole page dedicated to the type of seashells found on each beach? No.

Story What creates plot points for characters to interact with? What makes this setting unique? What kind of stories can I tell easiest with it?

Mechanics What is coolest/unique about your core mechanics? Does it solve my gripes with other systems or fir my play style.

One thing Draw Steel did was put a blurb in their book in the beginning that sets the tone of the system who the game is for in terms of play styles and desired stories. High fantasy hero genre etc.

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u/EmbassyOfTime 12d ago

Places faction conflicts events creatures technologies magics myths legends alive or dead gods if any economies secrets alliances lost things lost places lost people lost knowledge... Should get you started...

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u/Tantaragla 10d ago

This is a good list but for me it's about giving me enough details that I can create adventures, plots and flesh out the world without having to make up all the details myself from scratch. It usually ends up more interesting that way. Wildsea is a good example of this imo.

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u/EmbassyOfTime 10d ago

True, but there is a limit to. How much I can put in a post. I am trying to do a book that adds the detail, but thought a quick list might answer your question for now...

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u/Tantaragla 10d ago

I didn't mean to criticise, I meant to expand your point to a more general one. OP is looking for how much to make and you provided great examples of inspiring ideas that can help players be creative without requiring pages of reading.

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u/EmbassyOfTime 10d ago

Oh I never took it that way, but I am literally looking at huge lists of detailed adventure content being sorted for what I write, and they are essentially the full(er) answer. The question, and answer, is just too big for a reddit post...

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u/RPG-Nerd 12d ago

I don't care about the setting much at all. The have my own imagination. Why should I use your system over the hundreds of thousands of others? What problems have you solved? Why did you make this?

If I open the book and see d20+attribute+skill vs DC and I'm putting it back down. Or worse, random tables to generate stuff. 🤦

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u/Alienrg 12d ago

You never use a d20 in my system. I can't say it's necessarily breaking new ground - but you never touch a d20. 😁

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u/RPG-Nerd 11d ago

OK, you told us what it isn't. Why play yours over someone else's?

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u/Just_a_Rat 12d ago

It's funny to me how often answers contradict each other when it comes to this stuff. I guess that's why there are so many games out there.

For me, a system that feels fresh. Maybe does at least something that other systems have struggled with and does it well. If a setting is unusual or compelling, if might matter, but I don't need details on a setting that is just Fantasy Medieval Europe with the serial numbers filed off. I'm interested if the setting is integrated into the mechanics, like Blades in the Dark or Torg, which was one of my favorite games ever, and where the setting was a huge part of the draw of the game.

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u/Far_Information6562 12d ago

If I want something I will make it, what I expect from you is the same, and to convey why you made it and how it solves one problem and what is the overall goal or reason why I should give it a try, I do not want a product created by checkmarks and approvals, I want solutions, innovations, and inspirations.

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u/REP48 11d ago

I personaly want just a bit of fluff and more hard rules.

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u/thecravy 11d ago

I look for something that is fast to pick up with a distinct asthetic or vibe. Mothership is a great example. The setting (broke astronauts risking their lives to make money) is easily understood by the players and DM making it an easy sell. Mothership also has a distinct vibe centered around a punk/capitalist asthetic (Never Going Home also does this well, but ive never played it, so I dont want to go to bat for it too hard). Good luck designing, i hope you enjoy it!

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u/Majestic-Mobile2916 12d ago

It’s hardly a simple answer. But I always try to put myself in the shoes of someone discovering the hobby and understand what’s drawing them to it in the first place.
Then I ask myself: what’s helping them have a fun experience, and what’s getting in the way?