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/tg/ sister boards
[ • /quests//cyoa//erp//monster//his//wh40k//arda//builders/ • ]

File: 6b16d34cb077a4c⋯.jpg (40.98 KB, 400x240, 5:3, runefactory4-farming.jpg)

File: 7e73703837dbefe⋯.jpg (291.88 KB, 543x775, 543:775, ryuutama_cover.jpg)

 No.342638

I've been kicking around an idea for a Harvest moon setting. Comfy cozy RPG and all that. The obvious system choice for such a game would be Ryuutama, but while the utterly cozy design fits the theme well, It is geared towards a travelling adventure.

I was wondering if you guys might help me spitball a few ideas on some game mechanics that would make a hometown adventure more appealing.

So far, all I really have is an idea for alternative combat goals. Farming for example, might be in a world where crops are monsters, similar to the manga that dump-anon dropped in the manga thread, or something about taming the spirits of items as you craft them, then of course there's auction bids for mercantile events.

What do you guys think? Have any rpgs really managed some fun aspects to these sorts of tasks?

 No.342658

File: 66d77623a916d29⋯.jpg (560.54 KB, 900x1273, 900:1273, 49810139_p0.jpg)

>>342638

Ryuutama is definitely more for traveling and most games that include some kind of city building tend to be of the Board variety and not Roleplaying. If you want something more homey and agricultural the first issue you run into is that farming is all about micromanagement and time management. I could imagine some system where you have to amass a certain number of successes in so many rolls for caring for a plant over a certain time period, but that might be too fiddly.. maybe some kind of crop fields sheet/dry erase board would be necessary.

On the matter of magic produce that players have to fight, I feel like that would just make it another murderhobo game. You've got to give players a means of establishing goals with tangential benefits. Assuming your players are into farming, that could be upgrades to the farm, more land, and so on.


 No.342667

>>342658

I've done some research, and here's the conclusion I've reached:

The problem is that no rpg so far has set up an abstraction for farming mechanics that makes it enjoyable enough to make it a larger part of the game. In theory because the time and resource management is tedious, but more likely because very few systems develop alternate conflict-resolution mechanics outside of skill rolls and combat, an one oversimplifies it, while the other makes it too complex.

So I went looking for alternative gameplay mechanics, ones that aren't a slogfest like Shadowrun's decking systems, and I found SteamCraft:

http://www.drivethrurpg.com/product/100695/SteamCraft

Apparently it has systematic rules for designing blueprints and developing machinery in a steampunk fantasy setting that's more than "I roll for it."

I'm going to look through this and other systems that do this, and see if I can't work out something that might work. I'm still going to use Ryuutama as the base system though, because it's lightweight and malleable enough that I can modify it, and also because it's really 90% of the way there already.

Could you folks suggest to me some more systems that have alternative resolution methods that aren't just degrees of success or Skill Challenges?


 No.342672

>>342638

Just a thought but how about having the player manage a small settlement instead of a single farm? That way you could vary the tasks a little more and give them an more concrete goal, like making the settlement grow to draw more settlers.


 No.342714

>>342672

That's all well and good, but it really doesn't fix the problem, which is that traditionally there is two methods of conflict resolution: Skill rolls, and Combat. All I'm looking for is a third, mildly entertaining method that I can abstract as part of daily village/settlement life, whether that's artisanship or farming.


 No.342718

File: fdf3830833e9d37⋯.jpg (125.1 KB, 718x1112, 359:556, lewd zelda.jpg)

Real Housewives of Kakariko Village


 No.342722

>>342658

>Ryuutama

Anyone have a pdf for this? People bring this game up a lot and I'd like to give it a read.


 No.342723

>>342718

if you're going to be lewd-posting, at least make it lewds from the Harvest Moon/Rune Factory games.


 No.342725

>>342722

Yup, sure do, take a look here:

https://pastebin.com/m2hpFat2


 No.342726

>>342725

thanks but it requires permission


 No.342728

>>342726

Ah, my bad, here you go: http://docdro.id/7yRztxa


 No.342730

>>342728

thanks, mate <3


 No.342734

>>342730

Let me know what you think. As-is, all it really needs is a bit of OSR Lethality, and you could practically run Made In Abyss with it.


 No.342828

>>342734

You can easily run MiA as is. The characters are a lot more fragile than you might assume.


 No.342878

File: 1b59ff9a55fc0fc⋯.jpg (14.19 KB, 246x205, 6:5, koneko goblin.jpg)

>>342734

I gave it a good skim and it looks pretty good. It's pretty rules lite without being pass-the-stick experimental storytelling shit. I'm gonna try to run this for my 10 year old niece next month as her first ever RPG.

The art is fucking great. USA needs to step its game up.

>parasite eggplant

>milkmaid

>koneko-goblin

The monsters are all real different from the critters I'm used to seeing in every other game. I like it.


 No.342879

>>342828

How so? besides the part where you can die if your MP goes to 0.


 No.342880

>>342878

Glad to hear it. Personally, my only hangup is the lack of a monster creation guide, but it's really pretty easy to see what they do for it after running a few games.


 No.342881

If anyone wants a truncated version of Ryuutama to give them the gist of the game, there was a 'reading' of it for you to peruse here >>295840


 No.342882

>>342879

Failing a travel check makes you lose half your HP. If you check the suggested tarrain difficulties by character levels you'll see that it is likely that about half the group might not make a check. Remember that failing it doesn't mean the characters don't make progress, it just means that this day's journey was very tiring.


 No.342884

>>342725

fixed the link.


 No.342900

File: 8347420a901f596⋯.png (146.96 KB, 225x350, 9:14, Reg-Profile-Manga.png)

Reg

Hunter, Attack Type

Str: 8

Dex: 6

Int: 6

Sp: 6

HP: 19

MP: 12

Carrying capacity: 11

Skills: Animal Tracking, Trapping, Hunting

Mastered Weapon: Unarmed(Metal Arms always count as improvised weapons), Light Blade.

Arms and legs each count as a grappling hook

May cast Shooting Star Incantation at 1d12 damage up to 6 times. After 6 times, caster dies.


 No.342904

>>342900

The problem is that Reg isn't a normal human child. He's stronger, faster, and more durable than any human. His skin can't even be damaged by conventional means. Not even going to get into the conditions under which he actually does get injured, because it's kind of a big deal.


 No.342906

>>342904

Well then, d12 strength, Skin counts as Medium Mythril Armor, always equipped

27 HP


 No.342908

>>342906

>>342900

Just make him a normal traveller. Maybe Farmer + Attack type. All the powers and special attacks he uses in the series should be replaced by the Ryuujin interventions.


 No.342909

>>342908

Nah, he's definitely Hunter. Animal Tracking is the best way to represent his sense of smell in the game.


 No.343261

Alright, Let's change up gears here, apparently we've dropped down in board ranking so let's get some activity going.

Let's build a comfy setting where the focus is a life in the village, of artisanship and agriculture, cozy moments and harvest feasts featuring slow-roasted meats marinated in honey mead and such. Post a statement that is true about our world, and let's see how it's develops.

>There are farmers whose sole source of livelihood is to grow acres upon acres of large, colorful flowers and harvest honey from their giant beehives. Bees are about the size of a house cat in this world.


 No.343273

>>342667

Did you look at Harn?


 No.343274

>>343273

Yeah. HarnManor is alright, but it's mostly numbers, not so much hard mechanics, and just appends that to a few skill rolls. I mean, I guess it'd kind of be fun for those people who enjoy in-depth economic analysis, such as examining profit margins, supply and demand, etc.


 No.343284

File: 4e56f6761ca4b1d⋯.png (675.96 KB, 600x530, 60:53, ClipboardImage.png)

I actually have something more to add to this thread! I recently started playing Popolocrois on 3DS and the game kind of starts as a somewhat unique RPG, but after the first hour or so, it reveals it's true form to you: It's also a Harvest Moon game (hence the "Story of Seasons" subtitle) where you are managing a farm in between adventures. Part of the story includes an evil magic that is blighting the land, but a fairy begs you for help and reveals that microscopic Black Monsters are the cause of the blight, and shrinks you down to go on mini-dungeon crawls to kill the Black Monsters and make the land suitable for farming again.

In addition, fighting monsters while exploring the land makes them drop seeds, more often than not. For OP's purposes, you've got questing, exploration, monster slaying, dungeons, and farming all rolled together. The big goal is saving the world, but you're doing that by maintaining a farm and selling produce and resources to fund your adventures.




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