Hello!!!!!!! I do game dev stuff, both digital and physical too!!! though i mostly work on physical stuff
PFP by @batnip on tumblr
I’m working on a TTRPG based on the game FTL: Faster Then Light. I have rewritten and reworked almost everything from another fan’s crack at this idea.
In this chain I will be discussing the play test along with gameplay, balancing, my attempt at a story and whatever funny stuff comes out of it
I haven’t updated this log in a long while, because I overhauled it entirely. In fact, absolutely no trace of the project I was modifying is left, not even a FTL ttrpg anymore
In the meantime the party has been playing MtG instead, here’s some of the photos. (Check alt text)
I haven’t updated this log in a long while, because I overhauled it entirely. In fact, absolutely no trace of the project I was modifying is left, not even a FTL ttrpg anymore
In the meantime the party has been playing MtG instead, here’s some of the photos. (Check alt text)
2nd*
Also we got the 4 and final party member.
M-ku: Separatist engi.
Because he was a late (and unexpected entry) I ended up having to pull some bullshit to introduce them mid chapter.
Here’s the entry script if you’re interested.
2nd*
Also we got the 4 and final party member.
M-ku: Separatist engi.
Because he was a late (and unexpected entry) I ended up having to pull some bullshit to introduce them mid chapter.
Here’s the entry script if you’re interested.
Just completed the the 2nt session of the play test which was mostly testing ship combat. The consensus from my players was that while fun it get repetitive and slow. I have been working on making it better but, I realize I was thinking about combat on a grander scale, hurting the individual.
the current ship format
(it looking like it was made with a marker is a stylistic choose)
dice are placed over the boxes to represent supplied power and system damage, the numbers inside the boxes are the max level and the max possible level.
Just completed the the 2nt session of the play test which was mostly testing ship combat. The consensus from my players was that while fun it get repetitive and slow. I have been working on making it better but, I realize I was thinking about combat on a grander scale, hurting the individual.
the current ship format
(it looking like it was made with a marker is a stylistic choose)
dice are placed over the boxes to represent supplied power and system damage, the numbers inside the boxes are the max level and the max possible level.
the current ship format
(it looking like it was made with a marker is a stylistic choose)
dice are placed over the boxes to represent supplied power and system damage, the numbers inside the boxes are the max level and the max possible level.
oh yeah, completely unrelated but i ended up eating dinner at the host's house. they eat 90% meat and damn are they good at grilling. i don't eat a lot of meat so i got to try a lot of new foods, which was fun.
Aldo crew combat has few gimmicks. Turns out the skill check system could carry combat without needing stuff like classes.
Since how many dice you roll changes based on the condition your under, the party ended up trying to maximize their advantage instead of looping the same class features.
The plot I ended up going with is that the party got hired as federation courier straight out of college, they deliver cargo on a ship the party has dubbed “SW Rusties”.
I went with making them courier so that they could explore a new area and cast a wider net on what I’m testing.
oh yeah, completely unrelated but i ended up eating dinner at the host's house. they eat 90% meat and damn are they good at grilling. i don't eat a lot of meat so i got to try a lot of new foods, which was fun.
Aldo crew combat has few gimmicks. Turns out the skill check system could carry combat without needing stuff like classes.
Since how many dice you roll changes based on the condition your under, the party ended up trying to maximize their advantage instead of looping the same class features.
The plot I ended up going with is that the party got hired as federation courier straight out of college, they deliver cargo on a ship the party has dubbed “SW Rusties”.
I went with making them courier so that they could explore a new area and cast a wider net on what I’m testing.
I implemented a special skill check system which they loved.
Instead of rolling a D20, you rolled multiple D6s and take the highest Value, the number of rolled dice changing based on proficiency and conditions.
They said it makes them feel like they have more control over the outcomes IIRC.
Aldo crew combat has few gimmicks. Turns out the skill check system could carry combat without needing stuff like classes.
Since how many dice you roll changes based on the condition your under, the party ended up trying to maximize their advantage instead of looping the same class features.
The plot I ended up going with is that the party got hired as federation courier straight out of college, they deliver cargo on a ship the party has dubbed “SW Rusties”.
I went with making them courier so that they could explore a new area and cast a wider net on what I’m testing.
I implemented a special skill check system which they loved.
Instead of rolling a D20, you rolled multiple D6s and take the highest Value, the number of rolled dice changing based on proficiency and conditions.
They said it makes them feel like they have more control over the outcomes IIRC.
Done with the first play test and had a blast, the party is;
John - human technician
‘North’ - zolten ship fighter
Opel - crystal pilot
Aldo none of them are good at role playing, they rarely got off track. (Unless you count banter, we did a lot of that).
The plot I ended up going with is that the party got hired as federation courier straight out of college, they deliver cargo on a ship the party has dubbed “SW Rusties”.
I went with making them courier so that they could explore a new area and cast a wider net on what I’m testing.
I implemented a special skill check system which they loved.
Instead of rolling a D20, you rolled multiple D6s and take the highest Value, the number of rolled dice changing based on proficiency and conditions.
They said it makes them feel like they have more control over the outcomes IIRC.
Done with the first play test and had a blast, the party is;
John - human technician
‘North’ - zolten ship fighter
Opel - crystal pilot
Aldo none of them are good at role playing, they rarely got off track. (Unless you count banter, we did a lot of that).
I’m working on a TTRPG based on the game FTL: Faster Then Light. I have rewritten and reworked almost everything from another fan’s crack at this idea.
In this chain I will be discussing the play test along with gameplay, balancing, my attempt at a story and whatever funny stuff comes out of it
I implemented a special skill check system which they loved.
Instead of rolling a D20, you rolled multiple D6s and take the highest Value, the number of rolled dice changing based on proficiency and conditions.
They said it makes them feel like they have more control over the outcomes IIRC.
Done with the first play test and had a blast, the party is;
John - human technician
‘North’ - zolten ship fighter
Opel - crystal pilot
Aldo none of them are good at role playing, they rarely got off track. (Unless you count banter, we did a lot of that).
I’m working on a TTRPG based on the game FTL: Faster Then Light. I have rewritten and reworked almost everything from another fan’s crack at this idea.
In this chain I will be discussing the play test along with gameplay, balancing, my attempt at a story and whatever funny stuff comes out of it
Done with the first play test and had a blast, the party is;
John - human technician
‘North’ - zolten ship fighter
Opel - crystal pilot
Aldo none of them are good at role playing, they rarely got off track. (Unless you count banter, we did a lot of that).
I’m working on a TTRPG based on the game FTL: Faster Then Light. I have rewritten and reworked almost everything from another fan’s crack at this idea.
In this chain I will be discussing the play test along with gameplay, balancing, my attempt at a story and whatever funny stuff comes out of it
I’m working on a TTRPG based on the game FTL: Faster Then Light. I have rewritten and reworked almost everything from another fan’s crack at this idea.
In this chain I will be discussing the play test along with gameplay, balancing, my attempt at a story and whatever funny stuff comes out of it