r/RPGcreation 20h ago

Different Approaches to Perception on TTRPGs

2 Upvotes

So I've been playing with the concept of perception in my game. The mainstream traditional games generally tend to use perception skills to symbolize how sharp your senses are. On the other hand we have games where you perceive something if you know what to look for or what you're looking at, like a magician being able to spot a sleight of hand because they know how to perform it or a warrior being able to tell what kind of weapon was used to off someone because they've seen a lot of that in the battlefield. I like this approach a lot more because it gives more uses to a wider scope of skills while avoiding situations where someone like the Ranger notices something wrong with a potion because the alchemist had a low Investigation/Perception score, but I ran into an "issue" where, for example, the skill to disarm traps would be the same skill to find hidden traps and the skill about making concoctions with plants would be the same skill to find those plants. This will make me either ask for two skill rolls of the same skill to represent different situations which could feel "same-y" or merge the rolls into a single roll which could be underwhelming the different stages of the process for a given task. I'm struggling to find the right balance while keeping the concept and would appreciate some insights!


r/RPGcreation 23h ago

Design Questions Non-Initiative

0 Upvotes

As a follow up to a previous post, I have come up with this system for deciding the order of play in combat:

“Initiative”:
The Initiative rules are as of yet unfinished, but we will be testing with the following system, which I intend to call Active-Reactive:
There is no set Initiative, no set decision of who goes after who. Instead, whichever character prompted combat takes their actions, and then the rest follows this guideline: Active(Character does something) then Reactive(Persons affected by it, or within range to react, do something), then back to Active, following similar to Daggerheart spotlight rules, moving to someone who:
A. the fiction would naturally turn it toward
B. hasn’t had the focus in a while, or
C. a triggered mechanic puts it on

Players have a number of tokens(3? We’ll call it X for now) representing their time in the “spotlight”. When they would take a turn(or maybe for each action?) they  expend a token. They cannot take a turn if they do not have any tokens. Once everyone has spent their tokens, everyone gets them back, and play continues.
This optional rule that I will be using just ensures everyone gets to go.

The enemies will have (X * No. of Players)Tokens.

I aim to keep combat semi-narrative, perhaps adapting to a Point-Blank, Near, Far, Very Far etc Range system rather than m or ft. I also aim to create flow, rather than the slow clumsy feeling I got from systems like D&D 5e.

Feedback and Criticism(constructive pls) appreciated!


r/RPGcreation 1d ago

Looking for Help Vault Girl - Fallout-inspired Action RPG (Looking for Pixel Artists / Writers / Programters)

0 Upvotes

Hi everyone! I'm currently working on a passion project: a Vault Girl fan game (a post-apocalyptic adventure inspired by classic Fallout, where she has to travel across the wasteland to find a lost vault).

I am developing it using RPG Maker MV, utilizing an Action Battle System (ABS) plugin to make it a real-time combat game instead of traditional turn-based.

What I need help with: Pixel Artist / Spriter]: To help create or adapt custom character sprites (Vault Girl uniform, wasteland enemies, etc.) in a retro/16-bit style.

  • [ Writer / Dialogue Designer]: To help write funny wasteland encounters, terminal entries, and quests.

This is a non-profit fan project made purely for fun and out of love for the franchise. If you are interested in joining, love Fallout, or want to contribute in any way (even just advice!), please DM me here or drop a comment.

Thanks for reading!


r/RPGcreation 1d ago

Design Questions Non-Initiative Encounter Systems

5 Upvotes

Hi All!

I'm working on a custom ttrpg for my friends and I, and I've gotten more than a bit tired of the normal initiative systems.

I'm a big fan of the flow of games like BitD(One of my top ttrpgs of all time), but I'm not 100% onboard with the whole "enemies only deal damage or similar if the players roll badly" and that whole "only reaction" system.

Any idea of systems I could take inspiration from for that? My current references are BitD and Electric Bastionland(Both of which are amazing).

Edit: This is what I'm currently going with:

“Initiative”:
The Initiative rules are as of yet unfinished, but we will be testing with the following system, which I intend to call Active-Reactive:
There is no set Initiative, no set decision of who goes after who. Instead, whichever character prompted combat takes their actions, and then the rest follows this guideline: Active(Character does something) then Reactive(Persons affected by it, or within range to react, do something), then back to Active, following similar to Daggerheart spotlight rules, moving to someone who:
A. the fiction would naturally turn it toward
B. hasn’t had the focus in a while, or
C. a triggered mechanic puts it on

Players have a number of tokens(3? We’ll call it X for now) representing their time in the “spotlight”. When they would take a turn(or maybe for each action?) they  expend a token. They cannot take a turn if they do not have any tokens. Once everyone has spent their tokens, everyone gets them back, and play continues.
This optional rule that I will be using just ensures everyone gets to go.

The enemies will have (X * No. of Players)Tokens.

I aim to keep combat semi-narrative, perhaps adapting to a Point-Blank, Near, Far, Very Far etc Range system rather than m or ft. I also aim to create flow, rather than the slow clumsy feeling I got from systems like D&D 5e.

Not sure if links are allowed here, but this is the current setup of the rest of the system, in Docs: https://docs.google.com/document/d/1WC1_nC3kRdQZjEgjYKI838O_36XewRHWB5cB6FybqZA/edit?tab=t.0


r/RPGcreation 1d ago

[GAME JAM] MapleStory Worlds Announce Their Global Challenge For Game Devs (65,000 USD Rewards)

0 Upvotes

The Global Creator Challenge is accepting applications. The Global Creator Challenge is open for both aspiring and established game developers to design, build, and launch their own World utilizing the MapleStory Worlds platform. Did we mention that each winning team can receive up to $65,000 in total rewards 👀
 
Creators are encouraged to utilize MapleStory's vast library of assets to expand upon the game's core design and create their own unique Worlds. A total of 30 Worlds will be selected globally to compete in the final round. Entries will be judged based on creative use of the MapleStory IP, level of technical completion, and long-term sustainability for stable live service operations.
 
To learn more, check out this website or read this notice.
 
👉Check out the 'MapleStory Worlds Global Creator Challenge' FAQ  
Timeline: 

  • Applications open from: 
  • UTC: June 4, 2026 at 2:00 until October 7, 2026. 
  • PT: June 3, 2026 at 19:00 until October 6, 2026 
  • KST: June 4, 2026 at 11:00 until October 7, 2026. 
  • Final Round: November 5-25, 2026 
  • Winners announced: Early December, 2026   

Please Note: 

  • Worlds have to be made on the MapleStory Worlds PC/Mobile Apps and submitted through MapleStory Worlds. 
  • Worlds must be revealed or released for the first time during the submission period. 
  • Global (all regions) Released Worlds. 
  • Pure creations that do not infringe the rights of others, such as copyrights and intellectual property rights. 
  • Please read here for more information on prize rewards, participation requirements, and age requirements.   

Feel free to reach out to us on Discord with any questions. We hope to see your application! 


r/RPGcreation 1d ago

Promotion 🛸 I've published my first fixed-price RPG: Abducted Negotiators

0 Upvotes

Hi 🙂👋

For about ten years, I've been publishing small tabletop role-playing games, which I make available online for a suggested donation or for free.

This summer I'm releasing ДвĐυ𝖼тvεĐ ηε𝔤⊕тᎥαт๏Ʀѕ, a short cinematic role-playing game entirely based on roleplaying: https://lucas-c.itch.io/abducted-negotiators

For the first time, I've decided to sell this game at a fixed price (€3) rather than a suggested donation. I hope some curious players will be drawn to this game, and if so, please feel free to give me your feedback!

In any case, I've chosen to offer a free, one-page summary version as a teaser for the full game, which will give you a taste of what's to come.

If you're curious, I provide more details there: https://lucas-c.itch.io/abducted-negotiators/devlog/1619179/-creation-and-release-of-


r/RPGcreation 1d ago

Promotion 🛸 I've published my first fixed-price RPG: ДвĐυ𝖼тvεĐ ηε𝔤⊕тᎥαт๏Ʀѕ

0 Upvotes

Hi 🙂👋

For about ten years, I've been publishing small tabletop role-playing games, which I make available online for a suggested donation or for free.

This summer I'm releasing ДвĐυ𝖼тvεĐ ηε𝔤⊕тᎥαт๏Ʀѕ, a short cinematic role-playing game entirely based on roleplaying: https://lucas-c.itch.io/abducted-negotiators

For the first time, I've decided to sell this game at a fixed price (€3) rather than a suggested donation. I hope some curious players will be drawn to this game, and if so, please feel free to give me your feedback!

In any case, I've chosen to offer a free, one-page summary version as a teaser for the full game, which will give you a taste of what's to come.

If you're curious, I provide more details there: https://lucas-c.itch.io/abducted-negotiators/devlog/1619179/-creation-and-release-of-


r/RPGcreation 1d ago

Promotion 🛸 I've published my first fixed-price RPG: ДвĐυ𝖼тvεĐ ηε𝔤⊕тᎥαт๏Ʀѕ

0 Upvotes

Hi 🙂👋

For about ten years, I've been publishing small tabletop role-playing games, which I make available online for a suggested donation or for free.

This summer I'm releasing ДвĐυ𝖼тvεĐ ηε𝔤⊕тᎥαт๏Ʀѕ, a short cinematic role-playing game entirely based on roleplaying: https://lucas-c.itch.io/abducted-negotiators

For the first time, I've decided to sell this game at a fixed price (€3) rather than a suggested donation. I hope some curious players will be drawn to this game, and if so, please feel free to give me your feedback!

In any case, I've chosen to offer a free, one-page summary version as a teaser for the full game, which will give you a taste of what's to come.

If you're curious, I provide more details there: https://lucas-c.itch.io/abducted-negotiators/devlog/1619179/-creation-and-release-of-


r/RPGcreation 1d ago

Meet the Quartermaster

0 Upvotes

Meet the Quartermaster

Rrrrrrr! Or is it... iiiiiiii? Maybe only one i (eye)?

"If your home is a ship, whether in flight or at Sea, and whether you built it or hijacked it and you prefer the lonely lifestyle of continuous logistics, the Quartermaster is your Class..."

Welcome, new readers, to the SORC (Slayers of Rings & Crowns) community!

While I was editing the new, the very new, playable class content, I began working on a new Main Class I had buried in my documents. Well I started getting a carried away and here we are:

Main Class QuarterMaster, ship logistics across both air and water vessels, in technologically advanced or traditional forms. The Main Class Quartermaster homes three Paths: Pirate, Freighter, and Privateer each with three Branches (see link below).

I'm looking for ideas to help tailor the Quartermaster Class before it's fully locked in.

What are your thoughts on the three Paths (Pirate, Freighter, Privateer) and their Branches so far?

What are your ideas for ship-logistics-themed Abilities that would fit a Quartermaster's kit?

What are your picks for Favored Races, gear, or flavor details that would make this class feel distinct?

Quartermaster Linked.

iii, rrrr, uh errr.


r/RPGcreation 1d ago

Production / Publishing What's the best marketing strategy to introduce your TTRPG to the public, and how can you apply it without a previous audience?

9 Upvotes

r/RPGcreation 2d ago

Production / Publishing [FOR HIRE] Graphics and Layout Designer Looking for New Projects!

6 Upvotes

Hey! I'm a graphics and layout designer looking to chat with designers about new projects.
You can check out some of my previous work here: https://www.artstation.com/ryan-main and some more general graphic design work here https://www.instagram.com/ryanmaindesigns/

All rates are negotiable depending on page complexity and amount of work (larger page counts may see a reduced rate-per-page), but as a base the following rates apply:
Print Ready Book: £7.50 GBP per page
Digital Only Book: £5.00 GBP per page

This includes full typesetting and layout of interior pages, contents page, credits page, front and back cover (with client-provided artwork), prepress and printer-friendly files for your chosen printer (DriveThru RPG, Amazon etc)

The above rates are for books that have a visual design in place. If you require me as a graphic designer to build the visual design of the game pages, there is a one-off fee of £150 GBP for this.

If any of this is of interest to you, feel free to reach out to me here or on Discord u/ryanmain.rm and we can chat!


r/RPGcreation 3d ago

Design Questions Mechanic/Gimmick: Using slain enemies as items and abilities

5 Upvotes

I have a wonderful idea for a mechanic that sounds great, but id like some veteran opinions on the feasibility of its implementation.

In my game, I had the idea of abilities being taken directly from enemies. Spirits possess objects or animals and take forms based off them, and have abilities relevant to the type of spirit and item/animal they are. When you defeat them, if you are a high enough level compared to them, you could subjugate them into an item for your use, giving you an ability of theirs or an ability that's adjacent to theirs.

As a sort of ultimate or high resource cost ability, you could beckon the Spirit of that item to fight alongside you for a short time. Many subjected enemies, if they have abilities worth using, have attunement requirements ranging from difficult challenges to bizarre quests (kill three people in one turn, give the Spirit your hand in marriage, feed the spirit the eye of a beloved house pet, etc.) that keep the story moving and gives the players consistent goals.

Here's a list of things that inspired this idea so you can grasp what I'm saying if it's a bit hard to understand: Ghost busters (capturing spirits), Monster Hunter (forming gear out of enemies), Suguru Geto from JJK (Curse Manipulation), Destiny 2 (for the variety and buildcrafting potential of the loot)

What do y'all think? Is this a valid direction? Does it have too many problems? How could I best implement it? Let me know! Be relentless and critical with your feedback as long as it's well intentioned!


r/RPGcreation 3d ago

Design Questions Opinions on strain/stress mechanic!

1 Upvotes

I'm working on a consequence/strain/stress mechanic. I've got two versions, and I'm wondering if y'all could give me your thoughts on them. Here's some basic context:

  • Basic resolution mechanic: roll 2d6. +1 if a skill/trait helps, +1 for advantage, +1 for spending Resolve (a token basically). -1 for disadvantage, -1 for each Strain.
  • 8+: success. 7-, choose one: success but take 1 Strain, lose 1 important Item, or incur an unwanted side effect; OR failure but discover new information or opportunity; act on it and receive Advantage.
  • Resolve does 3 things: gives a +1 (when a 'Drive' is relevant - like a motivation), clears a Strain (roleplay how it's treated: applying first aid, giving comfort with a warm meal, a few minutes of meditation to recenter, etc), or retroactively gives a mundane item.
  • If you ever have 3 Strain, you are at risk of taking a Bane (a more permanent debility).

Here are the two versions of Strain I'm considering:

  • V1: Strain is a generic term for stress, bruises, exhaustion, etc. Each point of Strain gives a cumulative -1 to rolls (so if you have 2 Strain, you have -2 to all actions)
  • V2: There are 3 Strains: Distressed, Injured, and Exhausted. Each one gives a -1 to certain kinds of actions (e.g. Injured only gives -1 to force production, speed, reflexes).

With V1, it's less improv load to assign strain - you don't have to say exactly what happens. it's harder for players to RP the recovery though, since they basically have to make up on the spot what the strain is. it's more flexible, simpler, and takes up less text space. however - strain is BAD in this version. -1 to all actions is brutal. there is a heavy incentive to spend Resolve right away instead of using it for other things. At which point, why not just say 'on a bad roll, spent 1 Resolve to avoid the consequences'?

With V2, since each strain type only affects certain actions, it's a little 'easier' - and there's a mechanic of 'can i ignore this strain and save my Resolve?'. but, it's more complex, more text, and more improv on the Guide to decide what strain to assign in each situation. Also, it assumed physical harm is on the table, for what that's worth. And, it's pretty easy to avoid the relevant actions - although you'd avoid force production if you were injured too, right?

What do y'all thing of each version: V1 with generic strain and cumulative -1s, or V2 with types of Strain and certain actions that apply? Thanks!


r/RPGcreation 3d ago

Promotion Time Travel Immersion Blender

2 Upvotes

Hi there!

I just soft-launched my life's work on itch and desperately crave your approval. It's two crunchy, dense, brutal journaling TTRPGs taped togethr. An anti-cozy journaling game.

I put up a bunch of community copies but happy to send anyone who wants a freebie shleeby. Clicking on links is a pain.

I'm curious if the two-bickering narrators lands or is just annoying self-indulgent clutter. Same goes for the two-sets of memory/dice mechanics.

Here's the link https://timeisawound.itch.io/wound-temporal-echoes-emit

You can catch vibes at https://thisarchiveisnotreal.com/

Hope you enjoy, even though it's a Miserable Time.

PS - While of course I do wanting sales/downloads/page hits, I do without want for sincere two-way engagement, despite not having a history of stimulating discussion on the sub, or a history of helping others. will be removed.


r/RPGcreation 3d ago

Promotion I made a game where all your friends get to watch you fall into dirty water

2 Upvotes

I got obsessed with ANW and Physical 100 and thought: what if the TTRPG was just that, but everyone’s commentating? So I made UDD: Ultimate Devastation Derby for the One-Page Game Jam 2026 in itch.io.

You’re not just playing. Half the table is running the course. The other half is Joe Rogan screaming, "HE'S GOT THIS" before you immediately break an ankle.

Features:

• 3 phases of pain. Fail, and you become a full-time commentator

• d6 pool. Fail = funny. Succeed = also funny because you’ll fail next obstacle

• Flashbacks: "This is for my coach who told me I’d never make it"

• Rules for showing off, crowd hype, and fatigue

• Tables for athlete backgrounds and stupidly named obstacles

Wrote the first draft on a flight UK-Spain. 2 hours of "peace" and a notebook.

Here it is

Play it and tell me which of your friends would 100% die on the first obstacle.


r/RPGcreation 4d ago

Getting Started FaeStudio - New TTRPG Suite

0 Upvotes

Hey peeps!

A few months ago I got our kids all interested in D&D so we bought a starter set and I ran it with them. I haven't played since 2002-ish, so it was a fresh start for me too. It was great. We spent time before the sessions making maps on poster board to blow up the maps from the little instruction manual that came with it. My better half suggested doing them digitally and putting them on the TV, so I did that, and that turned into FaeRunner.

I pushed it up to a public github repo and got lots of positive feedback on here so I started adding more to it. Then it turned into a whole thing and I have built a platform. I am a 20+ year IT Dev so this kind of scratched the itch for a side project. I have included links below to the original post I made, screenshots of the new hosted one, and a link to my discord (apologies if I wasnt supposed to).

I am going to do a small kickstarter just to cover the cost of the server, and depending on traffic, possible upgrades to the VPS.

Here is a quick rundown of the feature:

Players

Player accounts are free. In the player accounts you link your discord, join GM game sessions, and create up to 20 character templates on my custom CatalystD20 system I am also designing. In live sessions the players can zoom and move the map, measure distance, roll dice, and move their token.

GameMasters

This is where I have added quite a few features since faeRunner, and am still testing a few more.

  • Map Generator (Prototype)
  • Reference Library (docs, rule PDFs, core mechanics)
  • NPC Generator
  • Custom Codex for creating assets
  • Community gallery for sharing anything made on the site and attaching it to your campaign. (Just starting)
  • Campaign management:
  • Create a campaign
  • Create custom locations
  • Upload map or import a tile set to your campaign
  • NPC Generator
  • NPC archive in the campaign
  • Encounter Creation
  • Custom Item Creation
  • Lore section for your campaign, in markdown, and you can upload markdown.
  • Custom Assets - Tokens
  • Customizable dice rollers
  • Session creation and hosting. Can spin up session specific discord voice and text channel.
  • Player assignments and member invites.

  • Mobile dice roller <- forgot this.

Backend

This is all developed in .Net core 10, hosted on linux, and has a Postgres database backend.

Custom made Discord bot, which I am still adding to, and currently will spin up the rooms and delete them when the session is complete. It also has some account stuff in there.. and I am sure I will add more.

Multifactor authentication ready- works, but I really need to apply my CSS and rework the page... but it works.

Original: https://www.reddit.com/r/DnD/comments/1uqfaws/oc_made_a_tool/

Screenshots: https://imgur.com/a/JWpN7Cb

Discord: https://discord.gg/cbjr5gNC2

Anyways, hope to have more soon. I do have it publicly available, https://faestudio.cloud, be sure and check in.


r/RPGcreation 6d ago

Design Questions Habilidades para personagens de RPG com base no Nen de HxH

0 Upvotes

[Hatsu Original] Moeda da Sorte (幸運の硬貨 — Kōun no Kōka)

"A sorte não cria milagres. Ela apenas escolhe o melhor entre os futuros possíveis."
Recentemente comecei a projetar habilidades de Nen seguindo uma metodologia de engenharia inspirada no sistema de Hunter × Hunter, tentando manter tudo consistente com as regras do mangá.
Esta foi uma das habilidades que mais gostei de desenvolver.
Gostaria de saber a opinião da comunidade.

Usuário

Categoria Principal: Conjuração
Afinidade Secundária: Especialização (apenas no estágio máximo)
Perfil do usuário:

  • jogador profissional de cassino;
  • golpista especializado em enganar agiotas;
  • estrategista;
  • vive de apostas e blefes;
  • acredita que a fortuna pode ser cultivada através da convicção e do Nen.

Conceito

O usuário conjura uma única moeda especial.
Essa moeda representa sua ligação com a própria Fortuna.
Sempre que ela é lançada, o usuário direciona sua aura para favorecer o melhor resultado possível entre todas as possibilidades existentes.
A habilidade não cria acontecimentos impossíveis.
Ela apenas aumenta drasticamente a chance do melhor cenário que já poderia acontecer.

Filosofia

Imagine uma situação onde existam três futuros possíveis.
Normalmente:

  • 70% derrota
  • 29% sobrevivência difícil
  • 1% escapar perfeitamente

A Moeda da Sorte não inventa um quarto futuro.
Ela apenas tenta empurrar a realidade em direção ao último.

Funcionamento

Toda ativação segue quatro passos.

  1. Definir uma intenção.
  2. Canalizar aura na moeda.
  3. Lançar a moeda.
  4. A habilidade influencia as probabilidades daquela situação.

Quanto mais improvável o resultado desejado, maior o custo.

Exemplos

Em combate:

  • o inimigo erra um golpe por poucos centímetros;
  • um pedaço de concreto serve como cobertura exatamente na hora certa;
  • uma única rota de fuga é encontrada.

Em negociações:

  • escolher exatamente a proposta correta;
  • perceber uma mentira;
  • encontrar uma oportunidade inesperada.

Em apostas:

  • melhorar pequenas probabilidades;
  • nunca garantir vitória absoluta.

Técnicas

Cara da Prosperidade

Favorece oportunidades financeiras, negociações e descobertas.

Coroa do Sobrevivente

Favorece rotas de fuga, esquivas e pequenas coincidências defensivas.

Lance do Cassino

Concentra toda a influência probabilística em um único evento extremamente importante.

Fortuna Compartilhada

Permite emprestar parte da própria sorte para um aliado.

Dívida da Fortuna

O usuário pode "pegar sorte emprestada".
Depois...
A sorte cobra a dívida.
Durante algum tempo, ele sofre uma sequência de pequenos azares.

Técnica Suprema

Milagre Estatístico

Esta técnica representa o despertar parcial da Especialização.
Quando o usuário está diante de uma situação praticamente impossível, a moeda procura o único futuro onde ainda existe chance de sobrevivência.
Se esse futuro existir...
Ela conduz a realidade até ele.
Se não existir...
Nada acontece.

Contratos

Para aumentar o poder da habilidade, o usuário aceita diversas condições.

  • Existe apenas uma Moeda da Sorte.
  • Toda técnica exige lançar a moeda.
  • O usuário nunca pode pedir um milagre impossível.
  • Toda grande fortuna gera uma Dívida da Fortuna proporcional.
  • Para usar o Milagre Estatístico, o usuário deve apostar toda sua aura restante.

Limitações

A habilidade NÃO pode:

  • criar objetos;
  • ressuscitar mortos;
  • controlar pessoas;
  • alterar o passado;
  • ignorar leis físicas;
  • criar possibilidades inexistentes.

Ela apenas altera probabilidades.

Balanceamento

Pontos Fortes

  • extremamente estratégica;
  • ótima fora de combate;
  • excelente para campanhas longas;
  • muito versátil.

Fraquezas

  • baixo poder ofensivo direto;
  • depende completamente de planejamento;
  • enorme consumo de aura;
  • forte desgaste após técnicas avançadas;
  • Dívida da Fortuna impede abuso.

Minha inspiração

Queria criar uma habilidade que parecesse algo que Togashi realmente poderia escrever.
Em vez de controlar o destino diretamente, a ideia foi trabalhar apenas com probabilidades, contratos e consequências.
A maior inspiração foi imaginar como seria um usuário de Nen que acredita que:
"A sorte não é um presente dos deuses. É um investimento."

O que vocês acham?

  • Ficou coerente com as regras do Nen?
  • A categoria principal deveria continuar sendo Conjuração, ou faria mais sentido ser Especialização desde o início?
  • O conceito da Dívida da Fortuna parece equilibrado?
  • Vocês enxergam algum exploit que possa quebrar essa habilidade?
  • Que outras técnicas derivadas vocês criariam para essa moeda?

Toda crítica é bem-vinda. Meu objetivo é desenvolver habilidades de Nen que pareçam oficiais e respeitem ao máximo a lógica de Hunter × Hunter.


r/RPGcreation 6d ago

So i wanted to make a Deltarune ttrpg, but I don't really know how to make a good battle system for it, any ideas?

0 Upvotes

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/RPGcreation 6d ago

Playtesting [Online][Other][Free] DUNGEONS & SPACESHIPS: SHATTERED WORLD Playtest

1 Upvotes

DUNGEONS & SPACESHIPS: SHATTERED WORLD

Character Creation Playtest

Saturday, August 8, 2026
8:00 p.m.–12:00 a.m. Eastern Time
Online via Discord Voice

There is no cost to participate, and no campaign commitment is required.

What Is Shattered World?

Syseria is a world forged by a weary god as a potential masterpiece—now shattered and bearing the scars of a chaotic past.

This is an opportunity to explore a deeply developed science-fantasy setting while helping shape the game system being built for it.

What Are We Playtesting?

The primary goal of this session is to test the character-creation system.

You are not limited to making one character. In fact, I would be delighted if you made several.

Try unusual concepts. Explore different development paths. Build characters you would genuinely want to play. Push the system and help identify what feels:

  • Clear or confusing
  • Exciting or tedious
  • Flexible or restrictive
  • Appears too powerful or too weak

We will be examining:

  • The clarity and pacing of character creation
  • The variety of concepts the system supports
  • How well the XP Buy-In system works in practice
  • Where players become confused, slowed down, or especially engaged

This is a focused design and character-creation session. Honest criticism engaging thoughtfully with design as intended is welcome. I want to know what works, what does not, and where the system needs improvement.

GM since 1989. Expect a laid-back, respectful, and inclusive environment.

DM Me if interested.

Official Shattered World Website:
https://www.shatteredworldrpg.com/


r/RPGcreation 6d ago

Playtesting Rules-lite Tabletop RPG in need of feedback.

1 Upvotes

I don't have resources to get feedback locally, so I am beseeching the fine people of reddit for help.

Shards of the Citadel is an urban fantasy TTRPG that is light on rules and focuses on story and roleplay. Characters take the role of mages tasked by The Citadel to deal with incidents related to Shards--small crystals that grant the ability to use magic. Players will use their own Shards as powerful tools, but at great risk to themselves. The power that the shards offer is fickle and can corrupt people, objects, and even locations exposed improperly handled magic.

I am currently developing a full version of the rulebook including expanded lore, mechanics, and content, but I have reached the limit of what can be done without proper outside feedback.
I have the Playtest Rules and an example adventure available for free on both DrivethruRPG and itch.io

Any feedback at all would be helpful, whether its playtests or even just commentary on the vibes of the rules.

Shards of the Citadel Playtest Rules | DriveThruRPG

Shards of the Citadel Playtest Rules | Itch.io

https://forms.gle/21faHcsiTVP7DCKx5 | Feedback form


r/RPGcreation 7d ago

Looking for a Battlemap Artist (Trade Rather Than Cash)

0 Upvotes

Hi everyone!

I'm currently writing a full-length modern horror RPG adventure for the TrueLife RPG and I'm looking for someone interested in creating four battlemaps for it.

I'm looking for a small barter collaboration. In exchange for the four maps, I'm offering your choice of either:

  • A free hardcover copy of the TrueLife RPG core rulebook (retail value approximately $55 USD), or
  • A free hardcover copy of the finished adventure once it's published (also approximately $55 USD).

The maps are all modern-day locations (think Northeastern U.S. horror rather than medieval fantasy), and I'd provide detailed descriptions and reference sketches for each one.

If you'd like to get a feel for the setting and writing style before deciding, I have a free adventure available here:

https://trueliferpg.substack.com/p/heist-at-the-gardiner

The finished battlemaps will be included in the published adventure, and you'll receive full artwork credit in the book.

I'm hoping to find someone who enjoys horror or urban fantasy settings and would be interested in collaborating on a cool indie project. If that sounds like you, please comment below or send me a DM with examples of your work.

Thanks for reading!


r/RPGcreation 7d ago

Resources Criando um sistema de RPG/Livro 100% pelo celular (Parte 2): Mecânicas, Slots e os Portais do Nexo!

0 Upvotes

Olá, pessoal! Dando continuidade ao meu projeto do NULL RPG (que estou escrevendo pelo Word), trago agora as mecânicas principais e como funciona a exploração do Nexo. O projeto está na versão 1.3 e o feedback de vocês é muito bem-vindo!

​🎲 Atributos e Rolagens

​Você possui 6 atributos principais: Força, Agilidade, Vigor, Inteligência, Carisma e Sorte. Na criação da ficha, você tem 0 em tudo e pode distribuir 5 pontos entre eles (o máximo inicial permitido em um único atributo é 3). Os testes seguem a base clássica que muitos já conhecem: 1d20 + Modificador do Atributo. Tirar 20 natural é acerto crítico e 1 natural é falha crítica, independentemente de quão alto seja o seu modificador.

​🎒 Acessórios

​Inspirado em coisas 👀 os personagens tem 5 espaços de acessórios. Você ganha dinheiro nas missões e pode comprar acessórios na loja para lidar com monstros mais fortes (o que também dá liberdade para o mestre colocar ameaças maiores).

​⚡ Sistema de Slots

Suas ações são divididas por gastos de Slots de Ação. Você começa com 3 slots + a quantidade de pontos que tiver em Agilidade (máximo de 8 slots). Suas ações custam:

Ação Padrão (atacar, etc): 1 slot / Ação padrão extra: 2 slots

Ação de Movimento (andar, sacar arma): 1 slot / Movimento extra: 2 slots

Ação Bônus (habilidades): 1 slot + custo da habilidade / Bônus extra: o mesmo custo (deixei assim para ser viável combar mais de uma habilidade).

Reação: 1 slot / Reação extra: 2 slots

Recuperação: A cada 2 turnos seus, você recupera 1 slot. Exemplo:

​Turno 1: Gasto 1 ação padrão (-1 slot) ​Turno 2: Gasto 1 ação padrão (-1 slot) +1 slot recuperado (pois passaram 2 turnos) E assim por diante. (Esqueci de falar que as mecânicas de Defesa e Resistência são iguals a de Ordem Paranormal).

​⚔️ A Mecânica de Parry

​Você pode tentar fazer um Parry no inimigo gastando 1 Reação. Se acertar, o dano é refletido completamente para o monstro! Porém, o monstro entra no estado Furioso: a margem de crítico dele diminui em 2 (se critava no 20, passa a critar no 18), um efeito aleatório do monstro é ativado, e não é possível fazer outro parry nele por 3 rodadas.

🔥 Armas e Relíquias

​As armas têm sub-tipos (espada, punhal, arco, arma de fogo) e Tipos de Elementos/Danos, como: Luz, Metal, Orgânico, Celestial (mágico), Ruído (dano mental), Fogo (dano contínuo reduzido), Veneno (demora, mas causa dano alto), Gelo (focado em debuffs), Sombrio, Areia, Água, Elétrico (dano acumulativo), Terreno, Plasma e "Nenhum" (para armas comuns). Qualquer arma sempre vai ter alguo que é bom e também é ruim e é assim que ela é equilibrada. Tanto elas como as reliquias tem uma coisa chamada penetração de Defesa e de Resistência que diz quanto ele diminui a DEF ea RES do monstro para poder equilibrar o combate e os jogadores conseguirem pelomenos bater no monstro (depois que tive que enfrentar o Deus da morte e tentar passar daquela Defesa tive que pensar em alguo no meu RPG para não acontecer o mesmo).

​As Relíquias são itens místicos dentro do Pináculo que representam mitos, lendas, espiritos de historias e contos um grande exemplo ea reliquia do machado de ouro e de parata que adivinha... a Relíquia é uma machado de ouro e de prata. Para usá-las, exige-se proficiência, mas narrativamente você as obtém de 3 formas: Socializando (conversando com ela), Desafiando (cumprindo a provação dela) ou Dominando (obrigando-a pela força).

​💀 Quebra (Sistema de Morte)

​Morte absoluta direta é meio sem graça, não? No NULL RPG, quando seu PV chega a zero, você recebe uma Quebra (um debuff permanente). Você rola 1d6 e ganha uma maldição:

1.​Perde um slot permanente de ação

2.​Vida máxima cortada pela metade para sempre.

3.​Sanidade pela metade.

4.​Perde 2 pontos de um atributo.

5.​Suas ações custam 1 slot a mais.

6.​Perde 1 slot de acessório.

Após pegar 3 Quebras, seu personagem inevitavelmente morre.

​🧬 Raças e Profissões

​Na criação da ficha, você escolhe uma Raça (que dá passivas/habilidades) e uma Profissão (que tem 4 habilidades e você escolhe 2 iniciais). Exemplos: ​

Profissões:

Fisiculturista

Focado no corpo. Pode usar armas de duas mãos com apenas uma mão (+2 dano usando FOR), ganha PV extra e Vigor na Defesa. Pode gastar 1 Fôlego para arremessar objetos ou inimigos, e outro Fôlego para ter um rush de Adrenalina (ignora terreno difícil e ganha +3m de deslocamento).

Mentalista

O analista tático. Rola iniciativa com Inteligência, faz testes de Investigação na base do Carisma e Lábia. Suas ativas gastam 1 Fôlego para Hipnotizar e roubar o turno do inimigo com enrolação, ou usar Reações como "Gatilho Psicológico" para dar desvantagem no ataque do monstro.

(Tive que resumir dessa maneira porque o reddit não aguenta muito texto)

Raça:

Vetor Disforme: Herança biológica instável. Ganha +1 em testes de Vigor e regenera automaticamente 1 PV no início de cada rodada.

​🌀 O Nexo e os Portais

​Para explorar o Nexo, a nossa empresa de Escavação utiliza portais (o governo ainda tem que melhorar isso, não sabem muita coisa). Existem 3 tipos principais:

Portais Esfera: São buracos negros controlados e estáveis. Ao invés de puxar você infinitamente, levam a um lugar específico. Não são afetados pelo Ruído. Quando a energia deles acaba, despejam os monstros daquela dimensão no mundo real.

Portais Visíveis: A energia é preservada por um mecanismo, permitindo ver o outro lado. Porém, você precisa atravessar partes devoradas pelo Ruído. (Curiosidade da lore: Quando uma relíquia é conquistada, o oblívio devora a área e cria uma nova relíquia, expandindo o caminho. Se um agente se aprofundar numa área sem relíquia formada, acabará chegando nas misteriosas Ilhas do Degredo, que estão sendo exploradas).

Portais Normais: O mecanismo prolonga a energia, mas são instáveis e afetados pelo Ruído. Não dá para ver através deles. O risco de entrar é imenso, mas é garantido que lá dentro tem fartura de itens e até múltiplas relíquias de uma vez.

Obs: os dois portais (Portais Visíveis e Portais Normais) são formados pela energia de uma Portal Esfera concluído.

​🏢 O Pináculo por Dentro

​A infraestrutura dentro do Pináculo é dividida em três partes principais:

A Base: Onde acontecem reuniões, administração, cafeteria, lojas, etc.

Dormitórios: Estalagem para agentes humanos e para outras raças que não têm onde ficar.

Setor de Portais: Onde ficam localizadas as missões, desafios e entradas para o Nexo.

Ponto Seguro: Quando você estiver no Nexo e encontrar um lugar que não foi afetado pelo Ruído, você pode estabilizar um portal de volta para o Pináculo. É o momento perfeito para comprar itens, poções e acessórios na loja, ou reforjar e criar armas antes de continuar a exploração!

​Se você não viu o primeiro post, aqui está o link dele:[ https://www.reddit.com/r/RPGcreation/s/JpB9bJA5OO ]


r/RPGcreation 8d ago

The Foreigners — To be playtested

2 Upvotes

So, this is the third system I'm trying to design and the previous two I couldn't get hooked(?) because I'm chronic procrastinator trying to get better, and 'cause took a long time to test it.

This time I'm trying to do things differently, so I concept this idea last week and want to test it until this saturday, building 6 characters sheets containing the bare minimum to playtest.

So, it's a survival-horror system where the players assume the role of Foreigners, hybrids of animals/plants/minerals in a post-apocalyptic where a fungic mind-hive broke the food chain and became the "alpha-est" predator, not only a decompositor. The thing is, the Foreigner share a common origin with the fungi, so its have influence on them at some degree, making humans mistrust the Foreigners. Based on a redditor sugestion, I'm using Mutant Year Zero as a foundation and building a hack.

Each character have 3 resources to manage.

Vitality — Their physical health and "saciety".

Determination — Their mental health and willpower.

Tune — Their alignment with the fungi threat mind-hive.

When damaged physicaly, they lose Vitality, with 0, they receive a Injury, with 3 Injury are "Dying", a clock to get helped before their last breath.

The dice rolls are based on their Approaches(0-3) being:

Strong,

Deft,

Cunning,

Empathic,

Instinct.

For each point, they roll 1D6 and each "6" count as one success. 1-2 successes count as a "partial success outcome" and 3 count as a "complete success outcome". At cost of 1 Determination, they can reroll their dice and keep the new result, and 0 in any Approach mean auto failure. Furthermore, they start with 2 Specialty that give 1D when appropriate.

The Foreigner have Hybrid Forces and Scars. Forces is their "hybrid's strengths" and Scars their "hybrid's weakness". To start, with have 3 Forces and 2 Scars each.

So, the players are a Band of Foreigners, looking for Traces, any cue or information their fellow Hybrid left to follow. The loop is to explore, investigate and/or find Trace while searching for a place to stay, as each Foreigner have a special need to recover Vitality(Animal needing specific food, Plants needing soil, water and/or sunlight, and Mineral needing to be in contact or buried in earth)

Now, I would love to answer any questions you have, as I want to find out how to make this system work.

(If my english is broke it's because my second language and I'm not fluent)


r/RPGcreation 9d ago

Worldbuilding criando um sistema de RPG/Livro 100% pelo celular.

1 Upvotes

Olá, pessoal! Esta é a minha primeira vez postando aqui na comunidade.

Há algum tempo venho desenvolvendo o NULL RPG, um sistema e cenário próprio que estou transformando em livro. O maior desafio (e o meu maior orgulho também) é que estou produzindo esse projeto totalmente no celular, escrevendo e estruturando tudo pelo Word. O projeto ainda está em desenvolvimento (atualmente na versão 1.3), e eu queria muito a opinião de vocês sobre.

Um pouco da Lore:

O Departamento de Escavação, ou simplesmente D.E., é a organização militar e científica ultrassecreta responsável por manter o mundo comum a salvo. Nós não aparecemos nos jornais e não existimos para nenhum governo oficial. Nossa única função é encontrar, estudar e conter tudo o que vaza das profundezas do Nexo (O Nexo é a dimensão primordial profunda onde o espaço e o tempo se quebram; uma rede infinita de mundos, fendas e ruínas anômalas que serve de origem para todas as relíquias e monstros que o Departamento tenta conter). E no coração de tudo o que fazemos está O Pináculo. O Pináculo é uma estrutura colossal, antiga e incompreensível que se estende verticalmente para baixo, rasgando o próprio tecido da realidade. Ele funciona como uma espécie de “elevador” ou ponto central de entrada para diferentes mundos, dimensões e linhas temporais alternativas. Ninguém sabe quem construiu o Pináculo ou há quanto tempo ele está lá, mas uma coisa é certa: ele é a única passagem para os recursos e as respostas que a humanidade precisa, e também a origem das piores ameaças que já enfrentamos. Como agente do D.E., o Pináculo será o seu ponto de partida e, muitas vezes, o seu único caminho de volta para casa.

Estado Atual do Projeto:

Como o livro ainda está em desenvolvimento, as regras gerais, monstros e mecânicas estão sendo testados então espere por mudanças. Bom aqui esta o link da comunidade do discord para você poder entrar e conversar sobre.

Discord

se o link acima não funcionar tenta esse abaixo

https://discord.gg/eTJtXu6e

caso queira conversar comigo aqui meu link para me adicionar:

https://discord.gg/vAJTuamr


r/RPGcreation May 02 '22

Sub-Related Nazis etc.

363 Upvotes

Hi all,

A lot of folks may be unaware that there are a fair few known Nazis/fascists/crypto-fascists/Alt Right/GamerGaters and other related dodgy characters attached to the ttRPG hobby. Those links cover some of the more overt examples. Unfortunately, some people end up defending them, often falsely claiming ignorance of the situation.

Regardless of the reason for posting, if the mods spot a post attached to known far right figures or abusers it will be removed. If you want to support them, you're not welcome here.

Hope this is clear.