(Part 2) Top products from r/RPGdesign
We found 32 product mentions on r/RPGdesign. We ranked the 46 resulting products by number of redditors who mentioned them. Here are the products ranked 21-40. You can also go back to the previous section.
21. The Land: Founding: A LitRPG Saga (Chaos Seeds Book 1)
Sentiment score: 0
Number of reviews: 1
22. Legion versus Phalanx: The Epic Struggle for Infantry Supremacy in the Ancient World
Sentiment score: -2
Number of reviews: 1
23. Oriental Adventures (Dungeons & Dragons Supplement)
Sentiment score: -1
Number of reviews: 1
24. Rules of Play: Game Design Fundamentals (The MIT Press)
Sentiment score: 0
Number of reviews: 1
Mit Press
25. Fighting Techniques of the Ancient World (3000 B.C. to 500 A.D.): Equipment, Combat Skills, and Tactics
Sentiment score: 0
Number of reviews: 1
fighting techniques of ancient warfare / equipment combat skills and tactics
26. Adobe InDesign CS6 Classroom in a Book
Sentiment score: 0
Number of reviews: 1
Like new, includes the CD. Eligible for PRIME SHIPPING - 100% Money Back Guarantee!PRIME SHIPPING
29. Dreamer's Dictionary
Sentiment score: 2
Number of reviews: 1
Grand Central Publishing
30. Emotional Design: Why We Love (or Hate) Everyday Things
Sentiment score: 1
Number of reviews: 1
Basic Books AZ
31. Steal Like an Artist: 10 Things Nobody Told You About Being Creative
Sentiment score: 1
Number of reviews: 1
10 Things nobody told you about being creative!A collection of positive messages and exercises to realize your artistic sideAn inspiring and entertaining readBy artist and writer Austin KleonA New York Times Best-seller
32. The Arts of Larp: Design, Literacy, Learning and Community in Live-Action Role Play
Sentiment score: 2
Number of reviews: 1
33. The Mathematics of Games: An Introduction to Probability (Textbooks in Mathematics)
Sentiment score: 2
Number of reviews: 1
34. Unearthed Arcana (Dungeons & Dragons d20 3.5 Fantasy Roleplaying)
Sentiment score: 1
Number of reviews: 1
35. The Five Dysfunctions of a Team: A Leadership Fable
Sentiment score: 0
Number of reviews: 1
The Five Dysfunctions of a Team: A Leadership Fable
36. Blank Dice pack of 30 Re-writeable White
Sentiment score: -1
Number of reviews: 1
Pack of 3014mm white cubical diceRounded edges for easy rollingEasily marked for teaching and learning letters, numbers or other characteristicsResealable bag
37. Blood of Heroes Role-Playing Game
Sentiment score: 0
Number of reviews: 1
ISBN13: 9780966528039Condition: NewNotes: BRAND NEW FROM PUBLISHER! 100% Satisfaction Guarantee. Tracking provided on most orders. Buy with Confidence! Millions of books sold!
39. Building Blocks of Tabletop Game Design: An Encyclopedia of Mechanisms
Sentiment score: 0
Number of reviews: 1
40. Theory of Fun for Game Design
Sentiment score: 1
Number of reviews: 1
Now in full color, the 10th anniversary edition of this classic book takes you deep into the influences that underlie modern video games, and examines the elements they share with traditional games such as checkers. At the heart of his exploration, veteran game designer Raph Koster takes a close loo...
Yes! I'm a student studying RPG design, so I like to think I have at least a vague idea of what I'm talking about.
Some various sources, some paid and some free:
That's a pretty good list of theory and texts and stuff.
One of the ways to learn good RPG theory, I've found, though, is to just read good RPGs.
It's also highly worth digging through acknowledgements and credits of your favorite RPGs and then tracking down the names mentioned. If you're reading a big, hefty RPG, like D&D, pay special attention to any consultants, specialists, or other people listed under strange credit areas.
Anyway, when you eventually dig your way through all of this, I'll probably have read some more, so hit me up if you want more suggestions. Those top seven or eight things are probably the best place to start.
Edit: my personal list of games was rather reductive, as several commentators have called me out on, so I've removed it. Go read lots of RPGs.
I'm delighted to see this kind of topic here, as flow is one of my main design goals when designing anything. I might go so far as say it is part of my core game design philosophy.
That said, there are several subjects that other users have covered very well here, that I think you should look into, but...
>I realized that RPGs very rarely, if ever, come into a state of flow.
I think the thing to look out for here, is that RPGs are a complex activity, highly idiosyncratic and, because of that, flow can happen within different aspects of it.
A flow in narrative immersion is what I aim for but, as players tend to focus on different parts of the activity, it is perfectly possible to create a game focused on achieving flow through, i.e. combat strategy and knowledge of the system on a reflective level¹.
To achieve flow, therefore, you need, I believe, certain things to be in agreement:
¹ I'd recommend you reading Norman's Emotional Design, as it has some pretty direct parallels to concepts used by the SRK Model that /u/Brokugan mentioned.
My next best advice: start keeping a dream journal. And you may be able to learn lucid dreaming, too!
I would think that keeping a dream journal would be what you are looking for. Dreams are surreal, of course. And they often tie into what's going on in your waking life. A good dream is like having a good surrealist story framework. Maybe make tables based on reoccurring motifs and stuff that appear in your dreams.
Maybe a dream interpretation guide could help? Like this: https://www.amazon.com/Dreamers-Dictionary-Stearn-Robinson/dp/0446342963/ref=sr_1_4?crid=1NGSTXJKLM6EV&keywords=dream+interpretation+books&qid=1570603491&sprefix=dream+interpretation%2Caps%2C213&sr=8-4
I think surrealism depends on allusion and metaphor. Probably more towards allusion. And always trying to be bizarre.
Bonus: https://www.youtube.com/watch?v=vJKNp7v5FOg
Well there's actually some hints..
Quirks: unique traits of said character: what food does it like? does it have certain recurrent habits? He adheres to certain faith and/or ideology? Look for the ones that can be roleplayed. Ex: The character Son Goku in the japanese dub talks in a unique Japanese accent (a mix of Tohoku and Nagoya dialect put together).
Motivations: Why the character does what it does? It acts out of vengeance, wants to uphold the law or is on the trade just for kicks/money? Blood of heroes has this well mapped for the Supers genre.
Research about the Myers-Briggs types and think on a short questionnaire that could help identify how the character behaves.
And last but not least, what I as GM always requested from my players was to write a little backstory of their characters up to the point of the game's timeline. In that they said how/where they were raised, how they met their love interests/enemies, how they acquired their skills/powers, etc.. It works like charm.
edit:
There's also a business tool called 5W1H that could be tweaked to suit the TTRPG:
[Who] is your character? (name/race/gender/age, etc..)
[Where] you come from? Where do you want to go? (backstory and goals)
[What] the character does? Is he a cop or a fortune teller? (occupation/job/trope)
[When] you accquired your skills and powers? When you met your rival/ S.O. (the idea is to establish a timeline for the character itsefl)
[Why] the character does what he does? What are the stakes? What's in it for him? (motivations)
[How] the character does things? He rushes head in or is a careful strategist? How he interacts with people? ( the the MBTI types).
Thanks. I tried to address most of that in Steampunk Crescendo, that's why I had that list so readily available. Also, for a while I used to post on the "What's a GM to do?" forum for D&D. Really going through those posts and posts on /r/AskGameMasters/ gave me a lot of insight into what other GMs are up against.
> I think you are playing it wrong.
It is possible. I try really hard to play every game rules as written because I want to learn what is good and bad about each rule set. When I was running monster of the week, this came up in play. They had just got to town. They knew that people were disappearing and that is literally all they knew so far. They came upon the local diner and were scrambling to find a move. But instead, I just did roleplay with a few hints/clues scattered in at the end. I justified it as Make the world seem real/Name everyone they meet, make them seem like normal folks/Make them investigate for the Agenda/Principle/Move combo. Maybe I was stretching it, but I really wanted them to meet someone in the town worth liking, so they would actually want to save the town, lol
anydice is a great test bed to verify your math or try out different combinations and easily see them graphed out for you.
If you're going to deep dive into game mechanics, or are an incurable game designer, investing in some probability textbooks might be a worthwhile investment. For example: https://www.amazon.com/Mathematics-Games-Introduction-Probability-Textbooks/dp/1482235439
Love these ideas! Have you read The Scar by China Mieville? If not, you should, the flavor feels quite similar.
> Adobe's Classroom
would you recommend this book? https://www.amazon.com/Adobe-InDesign-CS6-Classroom-Book/dp/0321822498/ref=sr_1_11?ie=UTF8&qid=1512020921&sr=8-11&keywords=Adobe%27s+Classroom
As a random aside, Quill have you read or heard of Railsea by China Mieville? The use of weird/peculiar "oceans" reminds me of that novel.
> How to discuss and compromise on decisions in a team
So, this is going to be super non-specific to TTRPGs/design work, but I cannot recommend reading The Five Dysfunctions of a Team enough.
A TLDR for one of the major points of the book:
Reasonable adults don't always need to get their way but they do need to feel as if their concerns and beliefs have been listened to, considered, and addressed. This requires both trust and a team commitment to actually getting into productive conflict over contentious ideas or solutions. Without these, you're always going to have a hard time with decisions and getting the team to commit properly to them.
There is, unfortunately, no magic way to get to this point. You have to work together and build these relationships and behaviors. If you know a silver bullet, I'm all ears.
> I have no doubt that all of the other ones are amazing games.
Actually a lot of the games I mentioned are terrible or niche. I mentioned them because you need to play bad games to learn why they don't work. Basically, you need to have a vocabulary and literacy in games before you start designing.
Also, the "I'm only designing for my friends" canard (in addition to being the #1 backpedal the instant an amateur is challenged), is a bullshit defense because if you're designing for your friends and don't intend to publish then you don't need advice from us, just do your thing.
E: A few good books that you should read before designing anything: Robin's Laws by Robin Laws, and Rules of Play
Check this book then.
https://www.amazon.com/Fighting-Techniques-Ancient-World-3000/dp/0312309325
This is more geared toward board games, but as far as analog mechanisms are concerned, you can't do better than board games.
https://www.amazon.com/Building-Blocks-Tabletop-Game-Design/dp/1138365491
No, lots of "The Land" series, referring to this one: https://www.amazon.com/Land-Founding-LitRPG-Chaos-Seeds-ebook/dp/B0172GEB68/ref=sr_1_7
How about this? You buy yourself and your friends some dry-erase blank dice from Amazon or a specialised dice store.
Then you write the numbers you need on it. Switch to another weapon? Erase and write new numbers on it!
That way it’ll be easier than to consult a weapon damage table if it is your core mechanic.
You might even be able to combine strategic mechanics by using e.g. different colour markers on each side.
E.g. you have a weapon that can be used in melee and ranged. Maybe a throwable dagger?
Rolling a black number when in melee results in double damage. Rolling a red number when not in melee. How many numbers do you write in red? How many in black? Is there a limit (max 4 numbers in any colour)?
Just an idea though.
There are two similar approaches I like for this for this, both from dice pool systems:
​
As for the roman vs phalanx argument: Not only were the roman formations much more flexible than phalanxes, but they were better equipped as well. Myke Cole had a great book on the topic: https://www.amazon.com/dp/B07FXNNWBT/ref=dp-kindle-redirect?_encoding=UTF8&btkr=1