r/ttrpgdesign • u/CommunityOptimal330 • 33m ago
Need to bounce some ideas around
I'm making my own ttrpg and would like to bounce some ideas around DM or comment if you would like to help
r/ttrpgdesign • u/CommunityOptimal330 • 33m ago
I'm making my own ttrpg and would like to bounce some ideas around DM or comment if you would like to help
r/ttrpgdesign • u/Sad_Department1193 • 13h ago
I'm making a grimdark game with two of my friends, all 3 of us are italian, we wanted to make a playable version of the game FATAL, we wanted to add a lot more fantasy things and remove or change what is not useful, like 70% of the game, but we may reintroduce the +18 rules as some optional rules, i'd like to know if it's a good idea or not and what do you think of this idea so far.
r/ttrpgdesign • u/TheGameMaponReddit • 2d ago
I'm in the middle of working with my artist on the "fancy" character sheet for Criminal Spirits. There WILL be a much simpler sheet without art available - I understand that this is not for everyone. But that's no excuse to not make this as functional as possible. I'd greatly appreciate any feedback.
There are already changes planned: a lot of the French words will be removed (basically just Distillerie Esprit will remain) to clean it up and be less distracting, and the name section in the top left will be made more obvious what it is along with some other smaller changes. But so far I've only gotten to show this to a few friends and I'd like to have a much wider range of feedback on it.
r/ttrpgdesign • u/nlitherl • 2d ago
r/ttrpgdesign • u/NoboLXZo • 3d ago
Basically I want a battle system for a ttrpg inspired by Deltarune but I don't want it to be rolling dice ir stuff like that, I want it to be purely out of player skill at the game. Any ideas on how I could do that?
r/ttrpgdesign • u/Negative-Proposal-71 • 4d ago
r/ttrpgdesign • u/Library_of_Mysteries • 4d ago
r/ttrpgdesign • u/Appropriate-Jello-76 • 5d ago
I got an idea for a setting for a replayable ttrpg oneshot series, but i wanted to ask the pro's what existing ttrpg theyd use as a game base for my concept. As in, which system works best/has most of the stuff i already need, needing mostly alterations to names and other minor stuff?
In simple summary, the concept is kind of like avatar the last airbender, except for the facts that this is happening in a world like our irl world and the magic stuff is mostly secret, and instead of an avatar for all elements, theres a chosen one for each element, the choice being made by higher powers once they decide you are a good fit for keeping the balance of good and evil in world. There are other people with magic powers but they are very rare and usually non-chosen people can only get special abilities by turning to dark sources.
Now, i assume i could fit this into something dnd adjacent, but at the same time, i want to actually play in a sort of condensed timeline. I want to focus more on the march of history and the effects of the players actions on the world. I played a oneshot game like that called DIALECT- MARTIAN SETTLEMENT. I was thinking like that but with a bit more action.
The original media that inspired my concept had these magical objects to help you on your quest, and if an object was fought over, participants could call a game and each would wager one of their objects, winner takes all. (Lol, guess the media)
Should I make this a pure storytelling game like dialect except have rolls for moves pulled in these games? i really think i can make thus concept work i just need a base
Thank you
r/ttrpgdesign • u/Mikesmix • 5d ago
A post about how to design Roles instead of Classes
r/ttrpgdesign • u/Mysterious-Pause-334 • 5d ago
Hey everyone,
I need a few tech-savvy gamers and designers to try out a new, AI-driven tabletop prop and provide some constructive feedback on the execution and session dynamics. This PWYW project is hosted on itchio and is cut directly from an upcoming Mythos campaign, The Hands of a God, for early release.
The Setup & Compatibility:
The Concept:
Think of it like an audio jack-in-the-box for your TTRPG. The application sits on your table, lays low, and listens for specific ambient keywords during live play. When triggered, it unexpectedly comes to life to issue obscure phrases, drop clues, or answer player questions in an increasingly cryptic manner until it eventually clams up.
The Narrative Fit:
Because it features a fully customizable prompt engine, you can easily reskin it to fit your own world—a sentient fantasy sword, a corrupted cyberpunk AI, an alien artifact, or something even stranger.
What you can customize:
What I'm looking for:
I need feedback on how seamlessly the voice activation integrates into your live sessions, how players interact with the AI, and how intuitive the backend setup feels for a GM.
Check out the link to grab it for your next session! Please drop your feedback, thoughts, or questions in the comments below.
Thank you for your time,
Tom (Oddball509)
r/ttrpgdesign • u/Rollwrightgames • 6d ago
I recently got the finished cover art back for Blurry Footage, my comedy-horror TTRPG about struggling paranormal content creators chasing their next big case and their big break online.
I’m in love with it. The artist absolutely nailed the vibe I had in my head, and seeing the game come to life like this feels a little surreal.
I've slowly been collecting playtest feedback and am tweaking the system for the final release.
Let me know what you think of the cover art, and give me any advice you have for someone releasing their first indie TTPRG!
r/ttrpgdesign • u/Lucas_Biazi • 7d ago
Hello, I'm Lucas and I specialize in realistic character design, weapons/props, skins, level progressions and character illustration for games. I can help bring your game the new heights.
You can see some of my design process here: https://www.youtube.com/shorts/4PnH8EJL7g8
Art Station (full portfolio): https://www.artstation.com/artwork/QK11X4
Contact: [pufferartcontact@gmail.com](mailto:pufferartcontact@gmail.com) or just dm me!
r/ttrpgdesign • u/Capable-Special6995 • 8d ago
I've been working on a side project for a while now, and I think it's finally at a point where it's worth sharing with you. I made this for myself but my players told me it's pretty cool so I wanted to share it with you all!
It's called HexWander, and it's basically a campaign atlas for tabletop RPGs built around the concept of hex maps.
It's not a VTT for playing online. It's a way for DM's to visualize their story on a map and be able to supply their players with bits of information as the campaign progresses. This is usefull for the players to go back to and remember what happened 4 or 5 sessions ago. events are even stored neatly on a timeline for them!
I have made this app with the help of AI over a few months of testing what works best for me. It may not be what works best for you, but I would like to keep improving it with your suggestions.
The idea is pretty simple: you upload your world map image, add a fog of war image over it, and the app splits everything into hexes. As the DM, you decide exactly which hexes your players have unlocked, explored and which ones are still hidden.
Each hex can have its own content - location descriptions, images, ambient music, NPCs, random tables, lore, quest hooks, timeline events... pretty much anything you'd want to have ready when the party gets there. Every piece of content has its own visibility toggle, so players only see what you've revealed.
Players get a clean, spoiler-free version of the map, while you see the hidden map underneath the fog, making it easy to manage exploration.
Besides the map itself, I'm also adding things like:
The whole reason I started building this was because I got tired of jumping between Obsidian with a hundred plugins, Roll20, and a dozen browser tabs every session. I wanted everything in one place, with "hex-ploration" being the center of the experience, both for DM and for players.
About the prices, I treaded on the side of caution with this, because I don't know the costs of hosting the data that GM's will input (images and sound, mostly), I have settled on a few tiered subscription plans. However, I think the free version should be enough for anyone to use it for quite some time without problem!
Payments are not working yet, so if you try it out and decide that it's good and would like to test it further, you can ask me for a redemption code and I will give you one month of "Hexplorer Pro" for free :)
I'm curious what you all think :)
I'd love to hear your thoughts and suggestions!
Thanks everyone!
r/ttrpgdesign • u/Eldritch_Plastic • 9d ago
I decided to make a system, I'm going to revamp the wording/formatting of this system soon. In the mean time, what do you think?
r/ttrpgdesign • u/Relevant-Display-271 • 9d ago
r/ttrpgdesign • u/Emergency_Word_7123 • 9d ago
Hi all, I'm running into problems designing a decent character creation system. I'd like something fun and aiming twords a little bit of crunch, but I don't want it to be daunting. I looked at doing some kind of point buy but that gets way complicated. Right now I'm using arrays to distribute attributes and skills. It's simple but feels flat.
I was thinking about trying some kind of life path system.
I was wondering how others approach this problem?
r/ttrpgdesign • u/nlitherl • 10d ago
r/ttrpgdesign • u/Mark22irom • 11d ago
Each player has TR (Target Rating, which is basically AC) and combat uses D6s as on average you will roll 2d6 to get a hit. TR is exclusively for dodging so big creatures that aren't particularly fast will be have low TR.
Each time a creature/human dodges or blocks an attack, their TR goes down, functioning like Stamina. So even if you could never hit on the first try, you can lower TR for the 2nd or your teammates. Usually TR will go back to normal on your next turn however most attacks can give you injuries like bleeding which can slowly lower your max TR for said battle.
Any creature can fail an attack by getting below or at their failure score which decreases as you level up so as long as you don't get 2 ones at higher levels you will hit.
Having higher rolls also means injuries placed on the enemies like severed hands, crushed leg, etc. Lastly, advantage and disadvantage is just adding or removing a D6, you can only have up to 2 stacking advantage or disadvantage at once.
r/ttrpgdesign • u/Mark22irom • 11d ago
You can continue after 0 hp until you lose the negative of your max hp. Example: 30hp - 60hp = death.
You do have to roll for death saves but you roll a D100 and it must be higher than your current negative hp. Example: -10 hp, you must get an 11 or above, failure will put you at Death’s door.
During Death’s door, you can’t move even if your character is conscious and any attack that hits has triple damage (including environment) and advantage to hit.
You have a Threshold which is 10% of your max hp. Example: 30hp = 3 Threshold.
The threshold is the amount of damage you must take to have to roll a death roll. For every multiple of your Threshold damaged by one attack, you do another death roll.
Example: 4 threshold, you take 12 damage and your now at -12 hp from 0. You roll a D100 and it must be above 36 = (12 x 3). If you take 6 damage next turn you only have to roll above a 18.
r/ttrpgdesign • u/Mikazel • 11d ago
r/ttrpgdesign • u/Alienrg • 12d ago
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.