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    File: jxhiqqrq2ija1.jpg (215 KB, 1440x1440)
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    Amateur Game Design and Homebrew Thread
    Welcome to the thread for homebrew discussion on /tg/, Organizing Edition! It's an effort to get people to have classic homebrew discussions and assist the board in general when it comes to their game design endeavors.


    >Why should I homebrew?
    /tg/ products are fairly unique in that it's actually pretty simple to make them these days, with a plethora of products to assist in making and playtesting your game. Making your own games helps understand why games are made the way they are, as well as being fun to do.

    >What you should post
    Ideas for games, games you're currently making, updates to your own games in broad strokes, and any homebrewing for existing products that don't get much attention. Discussion about the above is welcome. Post good, be good, and look over others products, they care if someone looks more than anything.

    >Resources for the aspiring developer
    >https://anydice.com/ (A fantastic resource for checking probabilities)
    >https://miro.com/ (A online whiteboard with tools to help organize yourself)
    >https://www.notion.so/ (Similar to the above, but in a bit cleaner format for those who work in larger teams)
    >https://rolz.org/ (Impromptu playtesting at its finest)
    >https://www.youtube.com/user/georgephillies/playlists (Game Design Lectures)

    Thread Questions: What inspired you to create your own game? Are you inspired by something great, or is it dissatisfaction with something bad?
    >>
    Hello, I've been working on my own mecha TTRPG (I'll post it on mecha monday too once it's up again), mostly inspired by super robot wars, mekton and anima beyond fantasy (at least in spirit). I've been translating the playtest module to english, it's the attached document.
    Is my english understandable and the ideas appealing? At least in the short segment I translated, I'm translating the combat rules at this moment.

    https://files.catbox.moe/zs694x.pdf

    Some more info and ideas (that will be in the next translations)
    > The game allows both real and super robots to be playabe, alongside related mecha stuff like planes, boats and ships. In future versions I want to add power armors and kaiju (both playable like Ultraman or Gridman and as enemies)
    > Your mech size is important, going from as small as 4 meters to 300 meters for battleship sized stuff. Fighting something with a lot of size difference requires different tactics than a regular enemy, in both larger and smaller sizes.
    > Mech creation rules allow for any shape, doing a gundam, a zoid or some weird machine uses the same rules, so you have a lot of freedom in what you can use
    > Enemies and players use similar sheets, and the same for mecha. Stealing an enemy mech or it's components/weapons doesn't require any extra work ruleswise and it's a viable strategy.

    >Thread question
    Both. I've started this project because I love the games that inspired me (and while anima is a VERY flawed game, I think it's a diamond in the rough, so I'm trying to polish it), and because I'm tired of Lancer and how it has a monopoly in anything mecha ttrpg related.
    >>
    >>98799242
    >Thread Questions: What inspired you to create your own game? Are you inspired by something great, or is it dissatisfaction with something bad?
    Mostly I found some stl and actual models of Maids, Miko and bunny girls with guns and decided to make a game for it
    >>
    >>98799242
    So, I'm out of the game design contest again...

    I'm not sad, just slightly disappointed... But this has given me quite an opportunity to polish my game, even when I thought it wasn't possible anymore.
    I'll try again next year, that's for sure!
    At least, I have a solid, almost unbreakable core to work with.

    >TQ
    >What inspired you to create your own game?
    A little bit of column A... a little bit of column B.

    Right now I want to combine the following games and RPG systems into a cohesive game:
    >Genesys
    >Warhammer Fantasy Roleplay (3rd ed.)
    >Ashes: Rise of the Phoenixborn
    >Pathfinder Adventure Card Game
    >>
    >>98800210
    >Ciutat de granollers
    Oh shit, another catalonian here? Good luck next year, hopefully with less rain. Much less rain.
    >>
    >>98800314
    >Oh shit, another catalonian here?
    Yes, Catalan born and raised
    Thanks, anon!

    Here's a small preview
    >>
    >>98799242
    >TQ
    Existing systems such as SW2.x, AD&D, and GURPS don't satisfy me enough
    >>
    File: area-88.jpg (90 KB, 640x469)
    90 KB JPG
    >>98799242
    >What inspired you to create your own game?
    I wanted to play a game I wanted to play that was not served well by existing games. In this case, it was jet fighter combat like Area 88, Ace Combat, and Top Gun. And some other air combat movies and books like Fast Movers, 12 o'Clock High and the Bridges at Toko-Ri.

    And I thought it would be novel with a side-scrolling zone system to capture height advantage, air-to-ground (and covering attackers), and just abstract the turning of a dogfight.
    >>
    >>98799279
    your english is fine, there are a few small mistakes but it's nothing to worry about. As long as what you mean is clear then your language is good IMO.
    That said, there are a few things you might want to look at
    >you roll two 10-sided dice (d10), one for the dozens and another for the units
    a dozen is 12, it should probably be "tens and ones"
    >the Union and the Alliance
    US or EU union? and who are the alliance? i think it's implied the US is the alliance, but it's not clear from the text
    >exploding dice
    what use is this? i need to roll 90+ to explode, if i have even +10 then im already hitting a 100DC. when will i have to pass a 200+ DC check?
    >>
    >>98803345
    Good luck with that project, there aren't many plane games and planes are rad.

    >>98803848
    Thanks for reading it, and yes, I've screwd up a few things, the dozens stuff (I used google translate and it gave me dozens for "decenas"), and it should be Panamerican Alliance, not Union.

    DCs can be quite high, and exploding dice have a lot of effect in combat (I'm translating that at this moment), but in short, you roll Attack and the objective Defense, then substract Defense from the Attack and see the result, the higher the number, the better, it adds effects to the attacks.
    >>
    >>98804214
    I got my plane game to the zine stage and ran it at a con.
    >>
    can I get some input on a dice mechanic I was thinking of?

    >All characters have a Hit Die and a Damage Die
    >Your HP equals 3x your Hit Die size.
    >When an effect heals you, roll 3 Hit Dice and regain that much HP
    >Hit Dice and Damage Dice are used to make saves and attack rolls respectively
    >The roll succeeds if you roll half the die's size or more (e.g. 3-6 on a d6)
    >Attacks still deal damage on a miss, but they don't add any "on a hit" effects
    >If you roll the maximum value on an attack, you crit and the die explodes

    the end result is that lower damge dice are more likely to crit or add riders, and lower hit dice make you more likely to pass a save
    >>
    >>98808290
    I'd encourage you to find your estimated results, then scale your dice up for each level of your theoretical limit, and make a table. That often helps me.
    >>
    It's dead.
    >>
    >>98815401
    what's dead?
    >>
    Sam Pearson Game Design is great for inspiration
    >>
    >>98799242
    To be fair, anyone who makes enough homebrew will noticed they're slowly making their own system especially if they play more D&D and all.

    I'm currently working on a system that is meant more for long term play. It's inspired by Ares Magica, Without Number, ACKS, Birthright, Mothership, Traveller, Sword World, as well as Video games like Fire Emblem, Legend of Zelda, Final Fantasy, Bravery Default, Dragon Quest, Elder Scrolls, and funny enough Paper Mario.
    >>
    Would starting some sort of game design forum for /tg/ projects be a bad idea?
    I know people here don't like discord, so I've been thinking about an old timey forum, but I don't have what it takes to moderate something like that. What do you think?
    >>
    >>98818496
    I would join. Just suggest you gatekeep, you see what happens if you let them in and everything turns into pride flags and pronouns. (Look at Gears of War, Halo, hell even Civ shat the bed by pushing that gay shit. All they fucking had to do was refine CIV VI a bit and everyone would have loved it. However it was so bad that Civ 5 and 6 have higher user numbers. (I think 4 does too)
    >>
    >>98818578
    >new space is being proposed
    >pol immediately shows up
    >>
    >>98818578
    >oh no no no i might have to use a certain pronoun for a person on the internet
    >oh the horror

    how about giving zero fucks about people's pronouns and sexuality
    after all you are aware that it would be a game design and homebrew forum, where none of this topics are ever breached unless somebody like you brings them up first, just like how we get entire threads here were sexuality and pronouns never come up because as you might have guessed this is not the topic of this thread
    >>
    I'm thinking about an SCP/Lobotomy Corp board game, basically you exploit spcs to produce energy/points, whoever has the the most points by the end of the game wins. I'm debating whether a drafting game or a deckbuilder would work better with the theme, what do you think?
    >>
    >>98818657
    Okay back to bluesky with you, I mean shouldn't you be "Reeeing" about "Malfoid" or something?
    >>98818753
    I have seen many people claim that then the commies and fags get in and ruin it after enough get mod status and chase everyone else out. I mean how many times do we need to see them do it before the lesson is learned? I seen many small forums die overnight once they get in and start their purge.

    If you don't listen here is what going to happen.
    If you don't get overrun from the get go and they just make it a gay AU tumblr fanfic forum.

    You have a few pushing the pronouns and rainbow shit. They often make a forum for that. Then try to grow it, then add it into everything. Push for more "diversity" anytime a white guy is made that's isn't a villain or a punching bag character to mock. Calling out anyone who calls their racist/sexist/ shit out as being a "ist and phobe." Then start banning people they call problematic while looking the other way with others they agree with. Complaining and browbeating the owner and higher ups to giving them more control or doing what they say till everyone but them are left and find out. They don't do anything to support it outside of cause problems. Then a month or so later it dies and often the smart ones rebuilt on another site. Funny enough a forum I am currently on was made cause of that happening and the owner of the forum people left for this one was blacklisted for being a cuck that let the old one fell to begin with.
    >>
    >>98818816

    All one needs to do is say that this is not the topic of the forum and shut down these discussions from either ends of the isle.
    Also wtf are you on about white people as villains only etc, this would be about game design, what you do with your campaign is up to you and not the topic of discussion either
    i fear you are suffering from persecution syndrome.
    >>
    >>98818847
    Dude this has been a thing since like fucking the 2010s. Most villains that are a girl can't just a be villain in Hollywood they have to try to push something made her that way. As well as the same fucking annoying black/girl/ basically not white guy hero being the fucking same thing but different suit. However this is getting off topic. Gong to end it here with this. If you do shut it down both side EVERY TIME. Then the problem will be solved, however I seen time and time again, the owner bends the knee once than they take over and overrun the joint.
    >>
    Does anyone even know how to set up a server or is this conversation dead in the waters
    >>
    >>98818816
    /pol/tards don't get shit done. They've got uh ACKS and nothing else. A /pol/tard-coded game design forum is a terrible place to try to bring games to a MVP because righty nerds are one of worst groups at doing so historically.

    >>98818847
    He's a retard.
    >>
    I have begun working on a war game but I wanted to implement a light dexterity aspect. Each army would have a few special units that would have movement that is a bit less cut and dry like sliding a puck or utilizing a power bar type meter to indicate how far they can go. Before I get too deep in the weeds, I decided to ask a few players if they would like this aspect in any way and one was adamantly against it with no wiggle room. It's a relatively small sample size but it made me second guess myself. Any thoughts on light dexterity aspects in a tactics game?
    >>
    >>98824165
    I dont like the idea of using it on models themselves, seems a bit weird. Especially if someone's going to paint something, dexterity games usually are a little more abstract.

    One counter point however would be something like Flickfleet, where your space ships attack each other with dice and templates that you flick towards each other, and if they hit or overlap, you do damage. Pretty fun little game, check that out for some examples.

    It also takes the right kind of person, I guess. Some people like dexterity games like that. Others think if it has anything to do other than strategy, it's not worth their time. I like games that have a lot of pieces i can run my grubby hands through and make click-clack sounds.

    Make something and find the people it's for.
    >>
    File: flick.png (196 KB, 572x549)
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    >>98824323
    The idea I've been leaning towards is something like regular models but then you put one of these down near the unit you're moving and need to flick it forward to move. If it collides with terrain or another unit it dies so you are incentivized to not go ham. In exchange, it can move much further than standard units.
    >>
    >>98824165
    It's understandable, you want to win because of your strategies and how you build your army. It adds a physical-skill-aspect to a game which might seem unfair to those that don't have these skills. It's like asking the shy nerd to perform a rousing speech and base his results on how well he does.
    Maybe it works if the game overall is a bit silly and has a lot of randomness.
    >>
    >>98824488
    So no longer a wargame? What you are describing is a game of skill/luck
    Closer to Horseshoes than a boardgame or wargame
    >>
    >>98800330
    >>
    >>98819541
    Wight Box, Veil Riders, The Lyrian Chronicles, as well as making TTRPGs with D&D to begin with. The "Right-wing" made a lot of shit people love and still love, the left just took it over via HR and ruined it to the point it's dying. However this is going nowhere. It's not like you can listen to reason. I mean, that's why you are the way you are now.
    >>
    i love how the left are the liberal moderates and they get called the left because they are more left than the conservative right wingers

    >>98819464
    you need 5 to 10 dollars a month for a dnd and an old laptop or pc to run as a home server.
    It is the only restriction and the reason people prefer discord and other free mediums
    >>
    >>98824165
    There's a generally notable negative reaction to things like guess ranges and things that bring in some sort of physical skill. Lots of nerds are not good at things like that so putting it in games tends to bother them. I don't mind, not great at it but work with my hands so its not as big a deal to me but I get why if people are attracted to games for mental abstraction, turn based thinking, etc. they're not keen on bringing in physical aspects they're bad at or trying to get away from.
    >>98824488
    >colliding with terrain kills the unit
    Might work for a racing game. Could have different sorts of terrain you can bank off of and other types you can't contact.
    While that's happening the cars can shoot at each other or whatever game mechanics you want really.
    >>
    >>98818847
    NTA, but he is right about when reins of power are handed over to the SJW types. Sufficient online spaces don't exist where moderation has been exclusively handed over to chud-types, but I am sure a similar thing would occur.
    I'm as GTK RWN as the next guy, but I'd be in favor of a forum without any preferential political moderation either way. Individual games can be political, of course, but discourse about it should be freely allowed.
    >>
    >>98832468
    >Sufficient online spaces don't exist where moderation has been exclusively handed over to chud-types, but I am sure a similar thing would occur.
    oh, you mean like 4chan.
    you are already in it dog.
    >>
    >>98832529
    I can see why you would think that, if you were used to Reddit/Recetera's domination of communication, but 4chan is not filled with chud moderators doing away with lefty discussion at all.
    For example, /pol/ has been under constant siege and is constantly filled with lefty threads that are allowed to exist until they are bumped off. /tg/ also regularly prunes overly political/nazbol threads. /vg/ has at least one actual tranny janny verifiable from his posting on /b/ as well.
    4chan allows discussion, which is why it is chaos, but produces interesting ideas. If there was a game design forum, such discussion should be allowed there rather than partisan moderation.
    AGP (GURPS edition) should have just a right to a thread as TND & Trolls, with just as much an allowance to call each other's game faggots.
    >>
    >>98832686
    i wouldnt know what happens in pol itself cause i aint going there.
    >/tg/ also regularly prunes overly political/nazbol threads
    since when? the catalog keeps having at least 3/4 pol bait threads and chuds keep bringing up chud stuff all the time with no repercussion when no other political talk exists except occasionally getting told to fuck off cause this isnt pol.
    And still tg is the most neutral board i ve visited in a while.
    Other boards i used to frequent like /his/ or /tv/ are so chudded that they are basically unusable
    It might not be 100% chudded but this is the chud website, besides X i guess.
    Talk about a cesspit..
    >>
    >>98832818
    >Talk about a cesspit..
    I have a suspicion you're just shitposting at this point, but if you're not,
    >>
    >>98833045
    ...then I would urge you to understand the difference between allowing chud threads and having chud moderation
    >>
    started working on a lancer hack. Holy hell, I didn't realize how many character statistics lancers have until I started writing that shit out
    >>
    >>98800210
    oh there's other /bgg/ers here? haven't been in a while
    what did you end up pitching?

    >>98824165
    Sure you've seen FlickFleet but if you haven't
    >>
    >>98799242
    >What inspired you to create your own game?
    Fed up with classic fantasy, wanted a game world that was different. Was also dissatisfied with the roll under systems I had access to, because they don't scale into mastery levels, and so set out to create a system that fixes that. Was also profoundly dissatisfied with how XP for non-class systems was obtained and distributed, so fixed that too.
    >>
    File: disturbia(1).png (971 KB, 1728x694)
    971 KB PNG
    >>98834461
    >what did you end up pitching?
    I ended up pitching "Disturbia," a two-player card game with dice-based combat and resource management. Still a WIP, but that's the gist of it.

    here's the rulebook:
    >https://drive.google.com/file/d/1ZrKCucICXoNOoHdG7X-I46Vd4VxVCq4f/view?usp=sharing
    it's now outdated
    >>
    >>98835512
    here's the most recent version:
    >https://drive.google.com/file/d/1kPX6hBG2dFHZUHyvN7ef9tD2TLb46uSV/view?usp=sharing

    I asked ChatGPT to translate it, so please forgive the crap formatting
    >>
    >>98832529
    4chan Is a terrible platform to work on a project because you have to rely on external tools if you want to preserve information. I proposed the forum idea in the first place because a forum allows for better archiving
    Though the big problem is moderation, even simply mentioning the idea caused a shit flinging contest, I wouldn't be able to manage a forum
    >>
    >>98835627
    The answer is really just to moderate only things illegal and pornographic, but allow the shit flinging to occur.
    >>
    bump
    >>
    >>98836693
    Looking around for platforms since I can't code but it seems they are all made for AI scraping
    >>
    >>98800330
    >>98827688
    I've updated the win condition of the game
    give me a second to cobble up an explanation

    also, bump
    >>
    File: dice.png (1.96 MB, 1254x1254)
    1.96 MB PNG
    >>98845471
    Each player starts with up to 12 dice of five different colors: white, red, green, blue, and black.
    Each color represents an attribute:
    >white - Focus
    >red - Brawn
    >green - Agility
    >blue - Awareness
    >black - Presence

    Dice are distributed across several zones:
    >Supply: Dice not yet in play. Represents your attributes and remaining stamina.
    >Reserve: Available dice used to activate abilities and fight.
    >Chamber: Exhausted dice used during clashes.
    >Broken Dice: Dice lost to injuries.

    Players can move dice from their Supply to their Reserve to access more resources. They can also spend two Ally cards from their hand to either claim two white dice or heal one broken die, returning it directly to their Reserve.

    The win condition is Exhaustion.

    Whenever a player suffers a Wound, they must break one die from their Supply. If they ever have to break more dice than they have left in their Supply, they immediately lose.

    This creates a risk-reward dynamic: the more dice you bring into play, the stronger you become, but the fewer Wounds you can withstand.

    Healing broken dice restores your ability to fight, but doesn't restore your stamina, since healed dice return to your Reserve rather than your Supply.

    I'm hoping this creates interesting decisions between building up resources and preserving stamina.
    >>
    I have been working on a setting for the past two years now. Parts of it are even older. I couldn't decide on a system forever, but finally settled on using Cthulhu Eternal (basically an open source Delta Green) as the chassis, as it covers almost everything I need. The whole thing is sort of my passion project; the game and setting I have always wanted to play.

    Current problem: All the art I have for it is AI generated. What initially started as aesthetic placeholders to use when pitching the game to people became art I genuinely think looks good and has the tone I am going for. No 6 fingered weirdness; it all has a consistent watercolor and ink style I wanted.

    Hiring artists is expensive. People do not want to Kickstart projects from no-namers. People do not take RPGs with AI generated art seriously and at worst vehemently reject and boycott it.

    Wat do? Settle on releasing an art-free version? Take out a small loan? I genuinely believe in the quality of my game and don't want to see it DOA because of this issue.
    >>
    >>98846727
    I'm in a similar situation myself. >>98800330

    I've been using AI-generated art as placeholders for my game, but if and when the time comes to publish it, I'll have to make a decision about what to do with the artwork.

    AI-generated art is definitely a contentious issue, but I'd like to think that as long as you're transparent about using it strictly as a placeholder, most people would be understanding.

    At least, I hope so.
    >>
    >>98846727
    honestly depends on the ai art
    post some of yours that you like to help us get an idea
    >>
    >>98799242
    I've been thinking about card games that tell stories. You know how often a card will evoke an idea through a mechanic, but those mechanics don't always interact in a way that makes sense for the fiction? Not that there's anything wrong with a game being gamey, but if they've specifically designed a card to tell a story it kinda feels like a pity.

    If you wanted cards to always interact in a way consistent with the fiction, you'd have to achieve each novel card effect by manipulating elements in a somewhat coherent simulation.

    I'm free associating, this is just throwing ideas around, not yet a design. But what if I wanted to create a card game where you play a wizard, but instead of fighting each other in a magical duel you did more classical wizard stuff, like mentoring the secret heir to the throne?
    I'm imagining a set of pre-existing characters (perhaps generated randomly through some dice mechanic at the beginning of the game to make each game unique) whose lives the players can affect through cards. You can bring a character under your influence, and you win when a character under your influence becomes king.
    This would naturally facilitate games playing out as stories, since they're about characters and events.
    >>
    >>98849189
    However, now I'm thinking, since it's best practice to have a game always be progressing towards an inevitable end, and because good stories have arcs of building tension and climax, maybe you do need some sort of point total for health or victory points.
    How's this idea? You can gain multiple different flavors of victory points, these represent standing you've gained within various factions. Depending on how the game ends, different colors can decide the winner. Lorewise these factions can be cosmological constants, representing moral values like MtG colors. Say the regime falls the land descends into chaos: red points win. A just king takes the crown: white points win. Etc.
    That way it isn't quite clear what your optimal outcome is, until two-thirds into the game when the different player's interests are solidified and the climactic conflict can begin for the endgame climax.

    My trouble is how you keep track of a suitably complex social landscape to manipulate. You'd want lovers, grudges, loyalties to have all the drama tropes you'd expect out of the premise.
    >>
    >>98848652
    NTA, but I stumbled upon the situation where artist get mad if I send them AI references.
    Like dude if I could draw I would not be asking you to do it.
    I do not want to use AI for my stuff, but people act so retarded about it that I might just use it.
    >>
    >TQ
    Any time I make my own shit it's because I'm not fully satisfied with the options on offer for what I want to run or play. Like yeah DBU exists but first off it's ALWAYS in a state of being updated, the google sheets are a laggy shitshow, and I am not a fan of how they just shit out whatever random content they want, nor of the way that most of the mechanics work. Too much going on for my taste, too many niche or non-canon forms that barely serve a purpose. My own take is meant to be snappy, more intuitive, actually playable without being in update hell, and most importantly lean more into my tastes in TTRPGs.


    Anyway, after being hounded by one of my friends/another player in a group I'm playing in (another of our mutual friends is GMing, real fun game we're having) I sat down to do some severe overhauls of my Dragonball system. This includes making it so that you're less hard-locked into one playstyle (Blast vs Strike as per Xenoverse 2) and have more flexibility but in doing so I've been updating a new sheet for it and I discovered that by adding a tab to do all the math in the background I can make the front-facing code cleaner so that where I DO need to apply modifiers on the front end I can more easily navigate my schizo code.
    >>
    >>98849189
    What you wrote here is very interesting, but what is the climax in how the heir becomes king? Very often in the world, it's just the oldest male, so how would the system work where competing heirs would each have a theoretically equal claim?
    >>98849193
    oh, you already considered that. I think your idea has some legs, but I think you're staying in too much of a comfort zone.

    This may not make any sense to you right now, but my advice to you would be to play Where the Water Tastes Like Wine and Long Live the Queen (on PC). To me, I think they might give you some extra inspiration.
    >>
    File: Ruby1.jpg (1.46 MB, 2141x3145)
    1.46 MB JPG
    Was able to find an artist on /ic/ that I'll be able to work with for the known future

    >What inspired you to create your own game? Are you inspired by something great, or is it dissatisfaction with something bad?
    I'm inspired to fulfill a niche that I think has gone underserved in the TCG market
    >>
    >>98852105
    That sounds very interesting, I will take your recommendation.
    >>
    >>98848672
    Here is one of the repeating characters I use for illustrations.

    I actually found an artist I like, but he never responded to my emails, lol
    >>
    >>98848672
    >>98853970
    One of the other recurring styles are Polaroids of the various anomalies found in the game.
    >>
    >>98853979
    >>98853970
    >>98848672

    As well as full-page images before chapters
    >>
    File: in-the-truck.png (1.19 MB, 1315x1118)
    1.19 MB PNG
    >>98853970
    >>98853979
    >>98853988

    I guess for reference, the game is a randomly generated hexcrawl of an anomalous zone in the 1990s US southwest. It uses Cthulhu Eternal as a ruleset. You play regular-type local people (The Network) who explore, document, and push back horrors from inside the zone, all while a black-book government program (The Directorate) is trying to cover it up.

    Kinda like if you took the game S.T.A.L.K.E.R. and the book Roadside Picnic, then mixed it with the movie Tremors and sprinkled in some Delta Green.
    >>
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    >>98853970
    >>98853979
    >>98853988
    >>98854013
    Inked watercolors are truly a great style for illustrations.
    >>
    >>98854338
    but the AI still has problems with fingers...
    >>
    >>98854338
    Truth. A lot of the Twilight: 2000 4e illustrations nail that aesthetic really well.
    >>
    Stay alive, I honestly don't know why these threads don't get more attention.

    I may start giving feedback to every single post before me on each bump and see if it inspires others to do the same.
    >>
    >>98855155
    Because /tg/ is a husk of what it was. 99.9% of posters are nogames faggot invaders from /pol/ who only care about culture war bullshit and spamming puckee/haybale slop.
    >>
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    Haven't posted in like 2 threads because work has kept me busy, but it looks like I'm finally going to get beta 4 out this month. Everything from Beta 3 has finished being updated to the new layout, and all that's left to add is more monsters to the end of the GM section. Notepad file I was keeping with the patch notes is 766 lines long.

    Work is only going to get more fucked from here because it's the busy season, but I think I can still get this out before the month ends.

    I'm pretty happy with how Beta 4 looks now.
    >>
    >>98852328
    How do you come up with individual card designs? I'm working on my own TCG, but I have a hard time with card text and playtesting
    >>
    >>98857078
    kudos, anon
    it looks amazing!
    >>
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    >>98857248
    NTA
    When prototyping, I tend to make cards that help me answer questions about whatever I'm currently working on.
    >What if it did thing?
    >What if instead of doing thing, did other thing?
    >But, wait! Would that mean that previous thing didn't make sense?
    >and so on...

    Basically, stick to the simplest effects that let you create the situations you want to test or explore.
    Don't worry too much about complex effects or abilities yet. There'll be plenty of time to add those later. For now, just focus on building a solid foundation you can expand on.

    As for wording, I try to be as precise as possible to avoid ambiguity, pretty much like Magic: The Gathering does.
    >>
    >>98855155
    because i never make progress on my game? kinda obvious IMO
    >>
    >>98832818
    chud threads are generally tolerated and often encouraged to boost board engagement, the problem is that just like i dont soapbox my own personal agenda on /tg/ normal right wing people dont evangelize theirs here either. the ones that do make political posts here are terminally online culture war obsessives. Like most mentally ill people they just want to scream into the void and lash out at others for their problems, so its usually just a matter of time before they get picked up for breaking a rule (typically trolling for bad faith replies, or racism for saying a gamer word). actually if you ever want someone to get a vacation just bait them into dropping a slur, the jannies are extremely exploitable that way
    >>
    >>98857660
    The projection in this post is hilarious. You are not the target market for this website and your happiness will increase by leaving it
    >>
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    >>98857660
    By "gamer word" did you mean the nigger word? Or the faggot word, because the latter is well-established kulture within the chinz and the former is a celebrated tradition.
    I would agree with the other anon, this site isn't for you, leave from whence ye came.
    >>
    >>98857248
    Examine your game and find out what different levers you can pull. Does a player have a limited number or cards per turn? What are they willing to give up for another card?
    It's hard to say without knowing your mechanics. Don't be afraid to make the rules themselves more bare bones and bring the variety in through the cards
    What is your TCG about?
    >>
    >>98799242

    I started creating my game around three and a half years ago. Initially my motivation was "dnd 5e combat bad" but over the years I matured out of this and started learning about other systems. At this point I like to think I am developing something of my own and want to see it to completion. My ultimate goal after release is one table running my game without me. Also seeing the git history with 700+ commits gives me dopamine rush lol.

    Sigil of Uchma is inspired by central asian mythologies, and it is a pretty standard d10 based combat rpg. I would say the main selling point is the importance of weapons and weapon swapping, as each weapon gives different abilities.

    Right now I am researching about creatures in the folklore so that I can create monster stat blocks, but there are too few proper resources available, so r.i.p. me I guess.

    I will drop the link at least in case anyone wants to read it since I still need a lot of feedback. All of the rules (beta) are here: https://sigil-test.tyghsh.cc
    Sorry no pdf yet.
    >>
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    Hit a pretty big milestone with my new project today.

    I now have two fully playable prototype decks, each built around a slightly different strategy. One is more aggro-focused, while the other leans into disruption.

    The gameplay is still rough around the edges, but it works, and the core gameplay loop is finally taking shape.

    The whole game revolves around resource scarcity.

    Each player starts with just 12 dice representing their stats (Focus, Brawn, Swiftness, Awareness, and Presence). These dice serve two purposes: they're both your resources and your life total.

    Once per round, you can "advance" by taking two white dice from your stats and using them to pay for abilities. Dice of other colors can only be acquired through special effects and let you use more powerful abilities.

    The catch is that having more dice to spend isn't necessarily a good thing. The more dice you pull from your stats, the less damage you can afford to take.

    Like in most games, combat damage is the main way to win. But instead of losing health, taking damage causes your stat dice to break, making them unusable. If you take a wound and have no dice left to break, you immediately lose the game.
    >>
    I'm currently working on a d100 roll under system, players have to roll under there attributes to get a success, same for skills but your attributes and other abilities can modify the rolls.

    Characters have a built in unarmed amount of damage they can do based on there size, starting from a d4 and it gets higher if you are a large or huge creature.

    I was thinking for weapons I'd do something similar to dnd where each weapon also has its own damage dice value.

    One thing I'm worried about is that depending on your size, weapons might be kind of useless if you can do more damage unarmed. I was toying with the idea of some kind of damage rating table like old school games used to have, or some kind power damage table similar to what sword world uses. I just have to figure out what kind of conditions would be good to allow a weapon to do more damage.
    >>
    >>98862062
    Doubt I have "solved" this issue, but I got something like
    >1d4
    Punches, regular objects improvised as weapons, cannot crit.
    >1d6
    Small weapons (daggers, hatches, small bows etc), kicks, (magical) staves
    >1d8
    Regular one-handed weapons
    >1d10
    Larger weapons that can be used one-handed if strong enough (bastard sword)
    >2d8
    Large two-handed weapons
    >3d6
    Absurdly heavy two-handed weapons

    Crits happen if the or one of the damage dice rolls the highest number. Crit effect depends on the damage type. Punches can only crit if you take the punch specialization and become a martial artist, and only with specific moves.
    There is also damage reduction, so 1d4 + 4 Strength against 6 DR from armor may end up doing nothing.

    If you are gonna ask: "What if I want to knock someone out during a barfight?", if it fits the scene, it's not a serious fight, the GM can just say so.

    You can also use tables for crits and wounds, with the player skill affecting the roll. The human body is truly marvellous. Some people can walk away with some serious cuts, but then get knocked out by one single punch. Often by people that know how to punch. Depends on how realistic you want it to be.
    >>
    >>98862274

    I think you've pointed me in the right direction with your advice, I'll make a note of this and see how it affects my play testing ideas later on.

    I have small race option planned like fae and mouse people. Plus somewhat bigger ones like your standard, dwarves, elves and humans, things like ogre's/oni's would be bigger than all of those so it might be possible for them to do more damage than weapons.

    Here is my current chart I'm working with. Its based on adding your size and strength scores together. I could rework this a bit later if needed.
    >>
    >>98859051
    I'm doing two different games rn because I'm an idiot. One is a nechronica card game that is stuck in playtest, while the other is a Lobotomy corporation autobattler/munchkins clone, but I haven't even completely established the rules for that one.
    >>
    Oh I forgot to post my current size chart as well. I still need to fill out certain traits or abilities you get at a certain size.
    >>
    >>98862062
    d100 fantasy games have solved this since forever. There is a chart of strength + size with it's equivalent bonus damage on all damage rolls, armed or unarmed.
    So a strong man will have +1d4 for example while an average minotaur will have an +3d4 etc so obviously large things slap big punched no matter what
    >>
    >>98863053

    Do those bonus damage dice always apply or only under certain conditions?
    >>
    >>98863109
    always
    >>
    >>98862944
    >>98862364
    you are clearly building backwards from a perceived flaw in some system you're reading. why not play it first and then mod it
    >>
    something I'm fucking with. this uses a standard 2d6 dice system. "Favor" is a special stat only Clerics have, which they add to the dice rolls of their Divine actions/techniques. It ranges from +2 to -1. Healing Surge is an action that reduces your Favor score by 1 and causes a creature to regain half their HP. You must have a favor score of 0+ to use it.
    >>
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    I made this monster based on a dream/nightmare I had. Thoughts?
    >>
    >>98866403
    It's interesting, but looks spectacularly unfun to actually play against. You've basically taken the intellect devourer, widely regarded as one of the worst designed monsters in the game, and scaled it up to auto-kill an entire level 20 party
    >>
    >>98864202

    Not so much trying to fix a flaw, i'm taking inspiration from various crunchy old school games like ysgarth, but some of them are hard to find info on so I'm trying to make my own modern game taking inspiration from these and other d100 games.
    >>
    >>98861858
    >Once per round, you can "advance" by taking two white dice from your stats and using them to pay for abilities. Dice of other colors can only be acquired through special effects and let you use more powerful abilities.
    this system is soooo slow and very unsatisfying

    I'll need to change it before moving on with this project
    >>
    >>98868509
    If the system is slow can you speed it up with card effects rather than changing the whole system
    >>
    >>98866557
    Yeah I based it heavily on the intellect devourer. For the int thing, I may make it 3d10 rorll instead of 3d6.
    >>
    >>98865840
    bumping
    >>
    Does anyone else find it really fucking hard to cram all the information you want to fit into a playtest onto the page? None of the content ever fits neatly into an X-page document, and the blank space gives me physical agony
    >>
    >>98868509
    ok, false alarm
    I've adjusted the system without scrapping it completely
    the solution was quite simple, actually
    >>
    >>98871732
    Before, players had to "buy" their access to the dice in their Stats each round so they could be spent by playing cards and in "story openings."
    The cycle was:
    >Stats (locked) >Reserve (available) >Vault (spent) >Stats (locked, again)

    But now, it's quite more straightforward:
    >Stats >Reserve >Vault >Reserve

    This way, players buy dice ONCE and they gain access to them each round.
    The mechanical tension then becomes "I get more dice to spend, but I become vulnerable to damage" or "I keep my dice locked so I can withstand more damage in the future."

    In my game, dice in a player's Stats not only represent their available resources but also their HP as well.


    I quite like this system.
    >>
    bump?
    >>
    I have a question, how far can you copy or using existing gameplay without being just theft? I have an idea but there is a similar game already existing, so when does it become a copyright infringement?
    Pic is not related. Just a pic i use to illustrate my question.
    >>
    >>98880356
    You can't copyright general concepts, mechanics and rules. But it also depends on how many things are all too similar.
    What you shouldn't do is outright copy the names of said mechanics and rules. "Backstab" itself isn't very protected, since it's a regular word outside of the TTRPG world. But if your "Backstab" section uses the same exact mechanics as the latest entry of D&D, just worded differently, AND you called your spell slot mechanic "Vancianic Casting", then you are asking for a cease and desist.
    Ultimately, there are many similar things in the world of Pen&Paper game, like how there are many off-shoots of already existing popular games (D&D -> Pathfinder), but they manage to paint themselves in a new coat and with new shiny colors, and do some things differently here and there, so it's fine.
    >>
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    >>98880419
    Thx. It is a very slippery sloap. You cant copyright a d6 throw. But i am not sure with a game mechanic thats a defining core thing and can be considered design than mechanic.
    So if my game looks similar in the game material but uses different mechanics and has a different game play i only have to avoid acsimilar look?
    >>
    I want to design a board game that feels like hearthstone battlegrounds and other autobattlers.

    What that means is that it should feel like building a rube goldberg machine from a random pool of game pieces, probably cards.

    I know i don't want it to be a deckbuilder like dominion, i want all the game pieces to be either in your hand or field. I also know i want the objective to be scoring points rather than winning combat.

    What resources are there to make such a game? I mean design videos/books/articles, other game that might be similar etc. I think wingspan gets close to what i'm thinking, I might try that out if i can get enough friends to try it with me

    If you have any tips or thoughts they are also welcome of course
    >>
    I'm making a game that has a lot of old fashioned comic book aspects to it, but I'm terrible at actual graphic design.

    Each card has a name, art, an equipment mode, and an action mode. The action mode is played and immediately discarded. The equipment mode is a permanent buff that attaches to each player's large info card. I think I want the equipment mode to work so that you tuck the card behind your large info card, without a lot of excess information showing up.

    Does this work well?
    >>
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    >>98881417
    >>98881570
    It seems card games are very popular.

    >>98881570
    Looks good. Structured. Depending on your Art picture size and how many multiplyers, you could combine that.
    >>
    >>98881763
    Thats a neat idea. My only issue is that some of the equipment buffs from the top lines are more than just stat increases and might require its own full text box like the bottom. I might be able to condense it into a short symbol language or something. I'll look into it.
    >>
    >>98880356
    That's fundamentally not how it works. There is no such thing as clearly safe or clearly at risk, because it's up to the copyright holder to file a suit. They can do so on whatever pretext they want. Can you afford to defend it? If not then you're fucked regardless of how weak their case is.
    >>
    >>98882277
    You are right. That only works when you can reduce that with symbols or short terms.
    >>
    >>98882318
    Thats why i ask. To have some guidelines to make it hard enough for them to sue. Because when they fail they have to pay for the whole case and my lawyer.
    >>
    >>98882585
    Think I got it better now. I can condense the equipment modes to simple statistics buffs, the action modes can have the actual long effect texts. This allows me to move the equipment buffs in line with the name, so I can stack the equipment buffs cleaner on the info card, and leaves the rest of the background card space available for art.
    >>
    >>98882657
    In that case the guidelines are: ask your lawyer what he thinks he can defend in court, and at what cost. But since you're asking for legal advice on /tg/ I'd bet you don't have a lawyer, and couldn't afford one to do much of anything in the face of a litigious corporation.
    >>
    >>98882700
    And a specific example with art
    >>
    >>98882700
    >>98882838
    Thats nice. Dont know why you said you are terrible graphic design.
    >>
    >>98883414
    Because I would much rather buy something like this than mine. I have no experience to get to that level, and I feel weird about using pre-made templates. I suppose it doesnt matter for home games and pitching to a developer, I assume they're going to do their own stuff for it.
    >>
    >>98883452
    Ok. But the layout is already design. Now the lines or text box theme comes next. I think you could pull it off to fit your aestethics and homebrew sense.
    >>
    >>98882759
    Why would i hire a lawyer beforehand? I collect infos than weight option, than go the next step. I bet you sink money on things not knowing that you really need it.
    I ask about knowledge in a game design and homebrew thread. When you dont want to share or discuss, why are you here?
    >>
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    i made this. it's a 2d6 ttrpg in a dark fantasy setting. anyone wanna take a look and tell me their thoughts? it's tested well with my players. our campaign has been tons of fun, and the game is out on my itch and all, but a fresh set of eyes might provide some insights

    >rulebook
    https://files.catbox.moe/sdfizj.pdf

    >character sheet
    https://files.catbox.moe/vf6s1l.pdf

    >map
    https://files.catbox.moe/eugdfi.png

    >hex map
    https://files.catbox.moe/u1ynb0.png
    >>
    how many pages should the rules for a first playtest be? I'm working on a semi-crunchy system but I think the content i've accumulated is probably too much
    >>
    >>98884137
    it fails to load the rulebook for me

    >>98884530
    depends on the game obviously. there is no fixed number.
    how many pages do you have right now?
    >>
    >>98799242
    >Thread Question
    I was always interested in trying a mecha TTRPG, but found with those that I read, that you often end up essentially playing a big robot man, and the actual characters, the pilots, exist only vaguely outside of a combat scenario. But to me part of what makes mecha what it is, isn't just the big robots fighting, it's also the build-up towards it and the inbetween - finding the machine that changes everything forgotten in the back of an old hangar, scrambling to make it into the safety of the cockpit when a sudden danger arises, and when it comes down to it, to climb from the wreckage of your mecha and surviving to fight another day. That's why I eventually decided to just work on a game that does that myself, where the character and the mecha are equal parts of a whole, with the explicit goal to make to make the transition between on-foot and in-mech play as smooth as possible.

    My inspiration in terms of setting are The Vision of Escaflowne and Broken Blade, and in terms of atmosphere Ace Combat and Armored Core. With continuous adventures campaign play in mind, rather than a sortie structure, so things like camping under your mecha in the wilderness, and managing your fuel and ammo (in a bookkeeping friendly way) are part of it.
    >>
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    >>98884530
    One page? Or the amount of text that fits into the box lid?
    >>
    >>98884530
    Playtest is one halfpage to hand out to the players and not more
    The final product is however long you want with that halfpage polished and stapled at the back
    >>
    >>98884137
    >>98884820
    >it fails to load the rulebook for me
    oops. here.
    https://drive.google.com/file/d/1J3xSmkCDPRwD0yXw_i01kjyv1Cg5Jyci/view?usp=drive_link
    >>
    >>98887638
    aren't weapon types a little unbalanced?
    slashing has an upside and a downside while piercing and crushing have only an upside without downsides
    >>
    >>98887723
    why do they need to be perfectly balanced? it's a role-playing game, not chess
    >>
    >>98887758
    i am not saying they should be perfectly balanced no matter what but if people are minmaxing they are less likely to choose these weapons and this might skew things.
    Also you could make the argument that piercing could be resisted by hard armor as well.
    Either way just something i noticed
    >>
    >>98887797
    thanks for the feedback :)
    personally, i don't really care what min/maxxers do. it's not my audience, but thank you for taking a look and actually thinking about what you're reading
    >>
    >>98884530
    I just finish a first draft, rawdog a game of it with my friends, and make changes as I go. At this point I have a good sense for game balance and math so usually all the worst things get ironed out within the first few sessions, and beyond that it's usually (emphasis on usually) minor tweaks to numbers or wording.

    Like I think the worst offender is honestly my Dragonball system. It's been rough, got into a good patch, but is getting ANOTHER huge overhaul that buffs transformations other than the ones baked into the races to make them more impactful as well as reworking a shitload of the math so that hybrid builds aren't a huge cost sink to play, melee has greater benefit over blast to compensate for its dangers (you're taking more hits in melee), and more options have more customization (i.e. the generic "alien" option comes with more subraces with 5 options each and a list of transformations to pick one from to basically make any glup shitto alien you want like the frieza force members and what have you).

    So if you don't think you've got all your math done out (you probably should during the design phase, figure out your core mechanics and balance around the dice rolls and what have you), break it down into specific subsystems you want to test and test those independently of each other before you start combining them when they would interact.
    >>
    Posted in the amateur game design thread about my capeshit game "Orros" 3 months ago, as it was getting prepared for release. Well it's now been available for sale for that 3 months, and I've been supporting it with regular updates. Each update adds a significant amount of content to the PDF and is free for customers who have already bought the game. Which has helped sales.
    In a bit of a bind where not many people are visiting the store page, but it has a very high sale conversion when people actually do. (Like more than 10%.)
    Marketing is hard frens.
    >pic related
    >>
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    >>98888882
    Art Example
    >>
    >>98888882
    Too much text! Thats why i dont like RPG systems not that much.
    >>
    >>98890198
    >t. illiterate american
    >>
    I've got a few autistic questions about dice.
    First, what draws some people towards dice pools, be it counting successes or totaling the result of xd6? I can understand the appeal of it being less swingy, but a normal distribution curve is hard to cleanly divide into odds.
    Second, how much adjusting is needed to convert a single-dice system into a multi-dice system (eg; d20 to 3d6)?
    Third, what are the merits of a d20 system? It seems to me that it's the worst of both worlds between a small-dice system (d10 or d12) and a d100 system, and that people are just checking dnd's homework.
    >>
    >>98891121
    >1
    Counting successes is great for making progression feel tangible. Instead of getting +1 to some modifier, you get another die. More click-clack math rocks = neuron activation.

    It also handles degrees of success naturally. One success is good, three successes are better. You can even spend successes on additional effects.

    Summing dice (like 3d6) is a different beast. The bell curve makes characters more consistent and makes skill differences matter more. A +2 around the middle of the curve is a big deal, whereas a +2 on a d20 is always just 10 percentage points (unless you're hitting the limits).

    The downside is exactly what you mentioned: probability becomes less intuitive, and balancing modifiers gets trickier.

    >2
    Easy mechanically, potentially a nightmare balance-wise.

    Both average 10.5, but that doesn't make them interchangeable. On a d20, rolling 15+ is 30%. On 3d6, it's about 9%.

    You'd need to rebalance DCs, modifiers, critical hits, and potentially character progression. A +5 in a d20 game is nothing like a +5 in a 3d6 game.

    For a simple system, manageable. For something like D&D, you're basically redesigning the core math.

    >3
    Unironically, it's a pretty decent middle ground.

    d10 gives you 10% increments, d12 gives you awkward 8.33% increments, d20 gives you nice 5% increments, and d100 gives you 1% increments.

    Most games don't really need 100 different probability steps, and 10% might be too coarse. d20 hits a reasonable sweet spot.

    It's also easy to calculate modifiers and probabilities, and you get smaller numbers than percentile systems.

    That said, you're not wrong about D&D's influence. Plenty of games use d20 because it's familiar, not because they desperately need twenty outcomes.

    IMO the real question isn't d20 vs d100, but flat distributions vs bell curves vs success pools.

    Flat dice are good for transparent odds, bell curves for consistent competence, and pools for degrees of success and tactile progression.
    >>
    >>98891143
    Funnily enough I've never thought about single-dice systems in increments of success, but the loss of steady increments and tougher odds balancing is why I don't much care for bell curves. Otherwise I'd be all over it since it puts extra favor on the flat bonuses a character has.
    >>
    >>98890198
    It's only part of its eventual final size.
    I recently made a form fillable character sheet too.
    >>
    >>98880356
    >>98883452
    Finish the game first
    Cross those bridges later
    >>
    >>98882838
    I have a card game with a 300 card set, and pretty fun the play mechanics; but realized getting art for them would cost 30-60k dollars. So I kind of just stopped working on it after 5 years and like 200 playtest games.
    >>
    Any tips on getting meaningful feedback from players particularly for those who aren't as good about structuring their thoughts?
    >>
    >>98892680
    Find players who are better about structuring their thoughts. Don't just ask any friend / online acquaintance who will listen. Pitch it to abrasive randos. You'll get better feedback.
    >>
    >>98891390
    I have the idea, but since everything is connected, i like to tweak it before seting for the rules. Why finalize it for demo-testing when you realize you cant option it to a publisher?
    Honestly i have the rules ready at 95%, worked out basic stat idea and now think about the naming and setting. I started with a fantasy/medievil setting and naming is just like classes.
    >>
    >>98892680
    Play test it with kids?
    >>
    >>98892680
    Make a short questionnaire with fill in the blanks like
    >What was your favourite part of the game?
    >What was your least favourite part of the game?
    >What rules didn't make sense?
    >What interactions did you figure out more as you played?
    Sort of thing.
    >>
    >>98891390
    Oh the game is already done. Been playtesting for a bit, only have art and card details left before showing it off. I've got a plate of space ship meeples printing up now.
    >>
    >>98891121
    I enjoy the physical feel and sounds of rolling a handful of dice. Also separating the 5s and 6s out of a dozen dice, for example, is faster and less mentally taxing than calculating 3d6, as the dice on the table act as a sort of an abacus.
    >>
    >>98892680
    ask them specific questions.
    Going "how did x mechanic feel during combat? Did you find it hard to track, or boring and uninteresting etc?"
    is obviously much better than asking, "hey man how did you like the combat this session? "
    >>
    >>98893419
    Looks comfy.

    >>98891663
    Draw them yourself? I fear, use AI?
    >>
    >>98894589
    >use AI
    Have people firebomb my office and harass my family, nah I'm good.
    >draw them yourself
    That would take ages, also basically saying "paint 300 paintings per 3-6 months" is an unreasonable request; even for someone who could whip out some MTG artwork in 2 hours.
    >>
    >>98895759
    sucks to suck
    I'm in the same situation, BTW
    and then, there some muthefuckers who ACTUALLY expect you to spend thousands upon thousands commissioning art from different artitst for your game as an amateur developmer
    >>
    >>98895759
    >300 paintings
    Thats alot.
    >MTG artwork
    Thats your problem.
    >Have people firebomb my office and harass my family, nah I'm good.
    Did this happen? But thats what AI is made for. Small developers can generate art which they would never commission.

    >>98896085
    Thats the price. Pay for the work or learn to draw.
    >>
    >>98896085
    Same thing with video games and sound.
    If you want BGM, a sound artist will charge you 500USD per minute of music.
    Yet, you can gen with suno everything you need, in a style that is better suited for your game for free.
    >>
    >>98893419
    >>98882838
    >>98881763
    >>98894589
    It's fun, doesn't take too long to play either. There's an in-game resource limit that determines when the game ends, so in the beginning players are picking up whatever they can for points, but as the game nears the end, they have to discern what's worth it and focus more on stopping the other players from scoring and ending the game.

    I got the cards made in dextrous now. I don't like using AI, but it works for the stage I'm in, and I always have blank art versions to use if I ever want to pitch it somewhere.

    I'm not sure how publishers take to seeing AI placeholders, I've been told negatively, even if it's intended to be replaced.
    >>
    >>98891663
    You're going to have to make peace with shelling out for art. Find artists overseas on Fiverr and leverage currency exchange rates if you can, or go the public domain route and get free art from the olden times.

    >>98896510
    AI art is a kiss of death in the gaming scene right now, especially in the indie TCG scene. I see people getting absolutely clowned on for using it, if not outright boycotted. There's also an increase in conventions prohibiting the use of AI in game design, particularly generative AI, to make games.

    >>98895759
    For what it's worth, a shitty self-drawn art style could be a unique enough selling point to draw in an audience. Make it self aware enough, and you could do it.

    >>98880356
    Null Signal Games has gotten away with making new Netrunner cards by creating their own art assets. The mechanics are all functionally identical to the FFG Netrunner, and they even used the same faction/corpo names. As long as the game is not a complete ripoff or use the intellectual property, it is difficult to draw a case for copyright infringement. But IANAL, DYOR and consult an attorney if you're concerned about your product and how it could potentially infringe on another IP.
    >>
    >>98897421
    >I see people getting absolutely clowned on for using it, if not outright boycotted.
    You got any names? Because from what i see is that it is obly big corps with money trying to increase profit getting that backlash. And grifters with bad games.
    >>
    >>98897462
    I'm in a handful of game dev discords. That's mainly where I've been seeing it. Also, 2D Con has an AI prohibition explicitly listed in their indie showcase policies. There was rumblings about it at Origins from a handful of the booths I saw this past June, that the few AI slop sellers in Artist Alley were getting ignored by attendees.
    >>
    I will also point out the one exception to the rule that I've found: If you use generative AI as a part of your workflow and then make changes, you're often in better standing than someone who just prompts their artwork and calls it good. Adding a human touch seems to go a long way, though it's not foolproof. Some people are so rabidly anti-AI that even the mention of it has them frothing at the mouth like a bunch of she-boons hearing racial slurs in the subway. IYKYK
    >>
    >>98897525
    Thats understandable. AI users use it to decieve customers. AI Artists often cant draw and take money away from artists.
    Because bad communication and grifters.
    >>
    >>98897568
    My point is, when AI is just a tool and not just used to increase profit while giving you a bad product.
    Most AI isnt clever used but just cheap.
    >>
    >>98897721
    >>98897740
    Don't get me wrong, I 100% agree. I can only draw hands, and I used AI to improve shitty drawings that I made, then modified the work even further. I think that's a reasonable use of AI. Much like how Photoshop is a standard part of a photographer's tool kit now, it was a kiss of death for a photographer 20-some years ago. Once things calm down, we'll see reasonable uses of AI in creative spaces to help artists make their art better. It's just going to take time...
    >>
    Fuck, I really wanted weapons in my system to just add riders to attacks rather than having damge dice and properties. However, now that I'm desigining my fighter, I'm realizing that it doesn't really have a way to expand on this system

    What do I do? go back to the drawing board?
    >>
    >>98898260
    I've designed an entire TTRPG and wrote a 100 page book, before playtesting it to realize it was shit.
    Strangled the life out of that fledgling until I made something better.
    >>
    >>98898986
    dude, i did that once. Wrote a 250k novel only to realize it would take another 3 years of work to fix all the plot holes. Never fucking again
    >>
    >>98896085
    >>98895759
    >oh no how dare people expect me to do creative stuff on my creative project
    >>
    >>98898025
    >I can only draw hands
    That makes you a super hero in the drawing community! Hands are hard to draw.
    But i dont think that the acceptance or better use or AI will happen. It is just a good tool for scammers and grifters. Only when the hassle to use AI is bigger than the profit, AI slop will die down. But than you have big corps who will churn out AU slop.
    What i dont see that much is that honest artists or small projects gets harrassed with death threats when they use AI. Or at least thats my opinion.
    >>
    >>98899556
    >use AI
    >creative
    you can pick only one
    if you use AI you are a talentless hack
    >>
    >>98901208
    >Talentless
    Absolutely, even my stick figure men are terrible compared to my 4yo niece's. Constant hand tremors, have to "draw" graphics using arrow keys and X/Y positions.

    >Hack
    Yep you caught me. My use of a free basic art tool used for nicer background images in my own playtesting directly impacts the actual mechanics of the game. Should have gone with someone else's free art like unrelated stock photos or vague clip art before I found an artist to pay, that would have made the rules of the game better.

    I should have known, thank you for opening my eyes.
    >>
    >>98901208
    I would say, when you outsource everything and just prompt four words, than you are right.
    >>
    >>98902411
    Seeing that you didn't take care in one part of your work clues to me that the rest of the game is just as talentless.
    >"b-but, b-but art has nothing to do with da rules"
    I see that the art was generated by AI, I guess the rules were then too.
    >work discarded
    >>98902496
    As we all know prompting five words is the threshold for success, ten, twenty, maybe fifty, or one hundred. At what point on that spectrum of prompting does the output become "creatively yours"?
    I don't think there is a threshold. You took a shortcut leasing your creativity to a machine. No matter the quality of forethought on your part. Your soul was transmuted into tokens, and the result is as worthless as you are.
    >>
    >>98903384
    It was an example. When you draw something than ask AI to shade it or correct the fingers at your hand, than it is ok. Or someone writes and creates a game, is a one man company with $2000 in his bank account using AI for pictures. Than this it is ok too in my opinion.
    Everytime you feel this is just some rich person or scammer than it isnt ok.
    >>
    nnnghh i'm gonna prooooompt! i'm prooomptiiiiing >////<
    >>
    >>98904349
    If I see AI at all, they are automatically a scammer full stop.
    >>
    >>98904556
    Pervert!

    >>98904977
    Fully understandable. The sad part is that you rightfully do this. The anon that do his stuff and could ise AI for his project is rare. So thinking that has a higher chance to be correct than mine opinion that some, rare unicorn, use AI in a good way.
    >>
    Don't know if it goes here but I'm working on a custom world/system that kinda Cyberpunk/Shadowrun with tech and magic mixing and throwing in a dash of post apoc.

    I've wanted to keep wireless connection to a minimum due to world reasons and that it just adds another layer of complication. However, the idea of carrying around physical money isn't viable in a cyberpunk style world.

    So I got an idea. Everyone keeps a sort of crypto wallet on their being. I guess kinda like the shards from Edgerunners, but I was thinking more hardwired into your body.

    Most people keep it in their right hand for convenience but some more cautious individuals might hide it elsewhere on their body.

    The idea is that should you need to transfer data/money, there are IR emitters/receivers inside your palm. You shake hands with the person you're doing business with, forming a tight grip. This shields the IR from escaping as it can't penetrate human skin/bone/muscle let alone whatever cyberwear they might have in their hand.

    The money/data transfers. Once business is concluded you break the handshake.

    Opinions? I think it's a cool concept but any weigh ins on potential issues or idea would be great.
    >>
    >>98906669
    Probably a better questions for /wbg/ (worldbuilding general), but I'll help anyway.
    If you are going to do crypto, just embrace it full hog and call it cryptocurrency.
    >You shake hands with the person you're doing business with, forming a tight grip.
    Watch the movie "In Time" (the one with Justin Timberlake). You'll see what I mean, they use the same handshake system for currency exchange.
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