Didn't know #TTRPGScreenshotSaturday was a thing! Let me share what I've been working on:
After some feedback I've increased the font size from 10pt to 11pt. I had to reorganized the 25+ pages I already had and redo some of the art to accommodate according.
Working on the first draft of the character sheet for the new edition of my game. I am pretty pleased with the results so far, but the fonts need a bit of work. Any feedback layout-wise?
Chimera: A Fantasy, Modern & Sci-Fi Roleplaying Engine - Chimera is a tabletop roleplaying engine suited to run fantasy, modern, and sci-fi themed games. Chimera uses flexible r
Been working on this for 6 years as a one-person project. I can finally scratch this from my bucket list regardless if the product is successful or no.
The Story
My first contact with tabletop RPGs was through a group of friends in high school. Their D&D characters ranged from fireball-wielding, town-destroying egomaniacs to characters that rarely used any of their abilities (why were you a level 4 cleric and never cast a single spell, Raul? My poor monk could have used some healing.)After the group thwarted adventure after adventure, our DM gave up, and I picked up the mantle despite being the group's greenhorn. I fell in love with game mastering, especially the creative process behind it! I homebrewed adventures, campaigns, new classes, races, prestige classes, items—you name it—and I got better and better at it.Flash forward 10+ years later, and there I was, beginning to build the foundations of a tabletop RPG using all the knowledge I gathered playing various games besides D&D.
The Process
My first attempts were blatant D&D heartbreakers, and I found myself starting from scratch over and over again as frustration began to build. My first playtesters were friends of mine and other people I played with. Some of them got to see, and I kid you not, at least 6 to 8 completely different versions of the game throughout the years (ill have to find a way to thank them for their patience somehow).I wasted a lot of time trying to develop "unique" game mechanics before realizing there are hundreds of games out there that will have similar ideas as mine. And that there was no shame in borrowing mechanics from here and there as long as they suited the type of games I wanted to run.
Creative Goals
During the creation process, I knew I would like to sell this game, and I had to set some goals and expectations for the product within the realm of my possibilities. I created this list for myself:
Make a game I would enjoy playing all the time.
The game was going to be a one-person project regardless of the amount of time it would take.
Have a clear idea of what I want my game to be able to do.
Be honest about the game I am making.
Appreciate any feedback given and apply them as best as I can.
Get whatever I can get with my limited budget. The rest would have to be done by me as best as I can.
Don't be stingy with the previews. Let potential customers make an informed decision before they buy the game.
Advertising
To be honest, I did not follow any of the tips given by professionals about selling products in the industry. I did not network, and I did not try to build an audience. I was focused on finishing first. I knew the potential consequences of not building an audience before publishing, and I was fine with the idea.
The Game
Chimera is a tabletop roleplaying engine suited to run fantasy, modern, and sci-fi themed games. This chimeric beast heavily draws inspiration and mechanics from games such as Apocalypse World, games derived from the d20 system, Dungeon World, and Fate Core.
The Mimic - A Dungeon World Playbook - Mimics are cunning hunters that ambush their prey by transforming into objects to lure their victims close to them befor
Hey #dungeonworld community. Have you ever wanted to play a mimic? Now's your chance! The Mimic - A Dungeon World Playbook is out! #pbta #TTRPG
It's been a few months since the last except and oh boy! Many things have changed. Fortunately the rules for creating enemies didn't suffer any drastic changes but I wanted to share them with you anyways. Mainly, enemies allow the GM to roll 1d6 + bonuses when dealing damage as opposed to just a flat bonus added to the degrees of failure of the characters. This adds a bit of unpredictability when it comes to damage from enemies and gives the GM something to roll since most of the rolls are done by the players anyway.