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RPG Backpack
Sweden
Приєднався 25 лют 2024
The RPG Backpack is a show dedicated to analysis of primarily tabletop roleplaying games. Focus is more on the game system design and less on the quality of physical books or illustrations. I try to use following structure when discussing games:
-Introduction
-Game system
-Characters
-Skills
-Character progression
-Combat
-Playing the game
-Running the game
-Final thoughts
-Introduction
-Game system
-Characters
-Skills
-Character progression
-Combat
-Playing the game
-Running the game
-Final thoughts
Design journal 3: What's in your backpack?
A description of the Encumbrance system in Backpack RPG.
Переглядів: 138
Відео
Design journal 2: Resolution and Combat, part 1
Переглядів 33014 днів тому
A brief description of the basic resolution mechanic in my ttrpg Backpack. We are also taking a first look at combat.
Design journal 1: Who needs hit points anyway?
Переглядів 16028 днів тому
Introduction of my own rules system called Backpack RPG.
GM Tradecraft: Random Generators and Digital Tools
Переглядів 1202 місяці тому
Using a computer as a GM, and an idea for a common Random Generator
GM Tradecraft: Time and movement - Simplified
Переглядів 6 тис.4 місяці тому
Some tips and tools for GMs running a dungeon. Timewheel can be downloaded from drive.google.com/file/d/1WLRLctpPU9zcBakOIIzeXuctispLbUd4/view?usp=sharing Music from #Uppbeat (free for Creators!): uppbeat.io/t/simon-folwar/feast-days
Rpgs in Sweden in the 80s and 90s
Переглядів 2706 місяців тому
A walk down memory lane with my brother Markus. We look at the games we played growing up in Sweden. Learning about role-playing games 01:50 Mutant 02:55 Äventyrsspel 04:15 Drakar & Demoner (Dragonbane) 06:43 Drakar & Demoner Expert 13:08 Mutant 2 14:40 Sagan om Ringen (MERP) 14:10 Stjärnornas Krig (Star Wars) 15:00 Mutant 2089 16:01 Kult 19:30 Call of Cthulhu 22:20 Shadowrun 24:14 Advanced Dun...
GM Tradecraft: Wandering Monster frequency
Переглядів 3386 місяців тому
This video contains an analysis of the risk of having encounters in a dungeon and what we as GMs can learn from it. Making the Wandering Monster checks both easier and more dynamic. It also describe my super-easy method for deciding where in a dungeon it is safer or more dangerous. Introduction: 0040 Wandering Monster checks: 01:26 Table - the chance of rolling a one: 02:15 Alternatives to the ...
The RPG Backpack: Mythic Bastionland review
Переглядів 2 тис.7 місяців тому
Review of Mythic Bastionland - before into the odd. This is the latest tabletop roleplaying game from Chris McDowall of Bastionland Press. Learn more about Mythic Bastionland at www.bastionland.com Introduction: 00:00 Game system: 02:37 Character creation: 03:13 Character progression: 05:40 Combat: 10:00 Playing the game: 16:46 Running the game: 19:05 Final thoughts: 29:48 Music from #Uppbeat (...
This is a heavily abstacted system. I mean, the system can show the player the difference of difficulties between to enemies, like d12 enemy is somehow more difficult to overcome than d6 enemy, but the system cannot show the player the difference between different apects of enemies, like fast ones or strong ones or smart ones.
How do you handle ammunition? One arrow/sling stone per slot or do you allow some bundling up there?
A quiver is an item. It can hold 10 arrows/bolts (which does not count).
RPG designer in full steam. :)
:)
SuperLordsson!!
🥳🫂👍🏿 Awesome - haven’t seen a slot based system quite like it before - looking forward to hearing more
As long as you have your towel you should be alright. (Hitchhiker's Guide to the Galaxy)
True... Awesome book by the way.
Bags, torch, parchment and writing material, both ink and charcoal. Rope, string, tarp, bandages and antiseptic. Mirror, map, compass, knife, fire,. Water and small food. Some cold weather gear, coat, hat, gloves. Good introduction to the system, thanks for posting ♥
Don't forget the 10 foot pole...
Very cool ideas! The Grace stat looks like very strong, since its your hit and your defense.
Yes, it has been changed in the new combat system we are playtesting. Stay tuned...
Heyy look its my dungeon master! That...devil... 😂
Really like this combat system - what a clean way to ensure ease of tracking, whilst still having progress be impactful! Personally, I'd have probably, as another comment also mentioned, tried to combine the hit and damage roll, both to smooth out the flow, as well as to make sure that every success/failure matters. Maybe when players attack, their weapons could be modifiers (maybe even letting more impactful weapons roll against multiple enemy dice at once, but maybe at the cost of a negative modifier), and then, when the enemy attacks, players would simply choose whether to roll grace to try and dodge, or might to brace themselves, trying to absorb the hit (with some attacks potentially only allowing one or the other). That said, this video is all the knowledge I have of the system, so maybe there's other parts of it that make my approach less ideal
Actually, I should probably have tagged @TwinSteel in this comment, since they did ask about it… welp, I’m doing it now 😅 edit: That didn’t work, did it… thanks YT
@@Nonov_Yurbisniss @twinSteel Yes, the biggest hurlde has been what to do when a PC hit but deal no damage. We have made several passes on this but I think we have a good solution now. Will try to a little deeper into this in the next video. :)
Stream of consciousness: I’m helping with Dev for a game that uses 4 state (Str, Dex, Int, Wil) - it’s a DC system for skills, but I do like a roll under system - I like that your enemy dice make it fully player facing - I’m trying to understand the attack system - does the player have to roll twice: once for attack and once for damage? And, if so, would there be a way to streamline that into a single roll? Mausritter is an example of what I mean - a unified hit and damage roll - really like that you’ve got the players rolling their own defense - I like how you can make a character that is tough, agile or both and that will interact with defense and damage mitigation - I also like how having multiple dice represent the difficult as well (more dice, harder challenge) and how that could be the difficulty to persuade someone, not just how hard it is to defeat a monster - it’s a visual indicator of progress as well, so players can see how they’re doing - maybe the enemies are weak and it’s time to try to negotiate - or vice versa - very cool - zones? I love zones: we use close/near/far/too far - looking forward to it
Really great system you’ve come up with - would you be open to sharing your inspirations? Are you looking for playtesters or assistance with development? I’d love to help out
Hi TwinSteel. Thank you for your questions. So, you are right - the player rolls twice for attacks; once for the Hit check and once for the Damage check. Some of my playtesters roll both dice at the same time (they roll the enemy die together with their own personal die) to speed things up. Yes, the visual indicator of the dice was a prime motivator for the system. Since I run a lot of sandbox games myself it is even more important that the players do not try to fight everything. It is simply not always balanced. They also gain real experience of what the usually is able to handle. But sometimes not everything is what is seems...to be continued in the next video. ;)
@@TwinSteel - absolutely. I am hard at work on putting together a playtest-document with all the rules and am interested in finding people who could run their games. I am then thinking of having a playtesters channel on Discord to share our experiences and discuss rules. Your on the list!!! :)
@@GooseHoly Awesome - looking forward to hearing more ❤️
In case you’re interested, I posted an idea for a streamlined version in another comment - I tried to @ you in that comment, but apparently youtube doesn’t allow that
🥳🫂👍🏿 I’m back - lay it on me 😄
:)
I really appreciate your channel and all the thoughts you share. Finding that you mirror a lot of the feelings I’ve had over the last ten years or so. Please keep doing what you do!
Thanks a lot @andersarpi5230. I appreciate it!
I'm intrigued. I'd love to hear more.
🥳🫂👍🏿 Adding this to the House Rule Quest ❤
🥳🫂👍🏿 Thank you for sharing - I’m on a quest to collect every house rule on UA-cam and beyond - I’m looking forward to hearing more about your TTRPG ❤
A worthy quest indeed! :) Stay tuned - and keep an open mind. ;)
I am interested in hearing more about the systems.
Stay tuned! :)
I like the generators you did in Excel! This is a good idea!
This game was tailored for me!
The time wheel is very interesting, anyone know what software was being used to present the wheel and move around the tokens in the video?
Yes, it was Power Point.
If you like playing like this, I highly recommend looking into Blades in the Dark. You've basically reinvented some of its mechanics.
We do a similar thing only based on light/View distance (some times the slowest party members move rate will become important too). Essentially the party can see what they are moving into and yes "everything is a turn" is a great and useful short hand which works in most cases.
Going to steal the timewheel idea immediately, lol. My own personal system uses "Zones" that equate to rooms in this demo, but it all breaks down to node-based dungeon crawling, as someone else in the replies already said. I had a relatively equivalent, but far less elegantly presented, time tracker that used check boxes to do what you do with pie slices in your timewheel, but under consideration, it's far less flexible than what you're presenting here. One of the big advantages of the timewheel that jumps out at me immediately is the ability for the GM to place markers at certain slices of the while to indicate when an event happens, a check needs to be made or a resource/spell-effect/etc. runs out. Overall, great stuff!
Wow! I haven’t even thought of that. Thanks!
Seeking 42% random encounter frequency because "Life, the Universe, and Everything. "
This is some great insight. I don't like when games handwave their crucial mechanics expecting the DM to handle it. Because of this, I'm looking forward to the next crawling adventure.
Awesome!!! 👍🏻
A D6 and a D12 are a great short hand too. Thanks for the tip for how to keep a clock and a sense of time within-world going.
Great video. Neat to see such a chronology. and really cool that you have the originals still. btw I own the current version of KULT - it is by Helmgast now. (though internationally distributed by modiphius). and uses a different, better, system (based on pbta). (greetings from a German living in the UK and sadly too young for those eras. but still fascinating to learn.) Runequest had the Ducks first, I think? was that ever popular in Sverige? (i had some not so shiny time in the 90s in general)
Yes, the ducks were very popular. 😀 Did not know that they were present in Runequest. Maybe it Drakar&Demoner wasa morefaithful adapttion than I had thought.
@@GooseHoly oh meant if Runequest was a thing over there. heh and maybe :) ducks are always cool <3
@@otakuofmine Hi. No Runequest - nobody knew about! :)
@@GooseHoly oh sad to hear, such a great game, especially now. but thx for the answer :)
Genius! I'm going to use it in my games!
I just created something I call a "watch Clock". It has an outer cardboard disk divided in to 24 hours, with Midnight, 6am, Noon, and 6 pm marked. An inner circle of cardboard is divided in to four six hour watches, and a single hand points to the hour. At the beginning of the day, when the party wakens, I set the inner circle to the beginning of the first watch, and then count off the hours as the day progresses. I measure my party's progress based on the number of miles they can walk in an hour on various terrain, and I follow their progress on a hex map, and calculate how far they can travel in one 6 hour watch. This way I can always keep track of activities by watch, and know what time of day it is to enhance the description of the world, and thus immersion. In a dungeon I just estimate how long things would take based on the action, and move the hour hand along as seems appropriate. It's a fairly simple system, and you always know where your party is in the world, and what time it is... but it's only for those who like using hexmaps for travel... the world builders.
Awesome. I love tools like that. Do you have a pin in the center so that the discs can be turn independent of eachother?
@@TomPalsson Yes, exactly.
Thanks for the video! It is a very interesting idea, I've heard about similar things before...but yours is a bit more streamlined and I like your tracker circle :)
Thanks a lot! I think I got the inspiration from one of Greg Gillespies books but changed it to suit my style.
Interesting video/concept. A few things ... I agree tracking exact movement rates is no fun and should be converted to rooms/zones. Most modern game systems are going this way for this reason. In combat, some of those bigger rooms would probably also have sub-zones but that is "fast time" (rounds) so doesn't matter for the purpose of this video. As far as tracking time, I too build in an automatic time period for searching, being careful, etc. Mine happens to be 15 minutes, but tomaytoe/tomahtoe. I like the wheel idea as it is more visual for the players. I will try and do this in my VTT somehow. It would give the players a bigger sense of urgency. One thing that bugs me though, is being a stickler for "realism" when it comes to torch duration. I mean, you are ditching exact movement rates and times to make things more fun right? So now a lowly human that must use a torch is stuck carrying dozens of torches? Like, looking at your dungeon layout, just to get through it, we are talking 54 turns minimum assuming they KNOW where the secret doors are and there are NO fights. That 54 turns is 9 torches. Per person. In a practical dungeon run with random encounters (I really hate "random" encounters and refuse to waste player's time with them, but that is another topic entirely), you are probably talking 2-3x the needed "turns" so someone is carrying at least 27 torches? I really want to play the NPC selling torches to your party at the entrance! They'd be as rich as a king :-)
Haha! Yeah, that would be more profitable than actually delve into the dungeon. I have found that most of my players tend to favor the oil lamps for its effectivness, and that torch are more backups like if they split the party or something.
Well, your first problem is you're playing a rule system that's made by people who actively hate their customer base so they have no real mission statement to make the game playable. And then I would recommend you look into something called the 4D method of playing Rpgs. And I recommend you look into it from someone who actually does it and not someone who doesn't.
Thankyou so much for a fascinating history of the RPG world in Sweden. Very interesting indeed. I too remember the first time I saw a role-playing game book. I was captive as soon as I opened the pages.
Loving this method. How do the players notice the “loops” or dangerous connected areas?
Well only by exploring really. Once they have mapped enough they will know for sure, but carridors and crossing are usually bad to linger in.
Such a great and simple idea! Easy to convey to players too. Definitely using this rule going forward! Thanks so much!!!
It's brilliant! Thank you very much!
No problem! The quest for easy GMing continues...;)
The timewheel is a great idea! Love it!
Thanks! To be honest I don't think I came up with it. I must have seen something similar somewhere and then recreated it.
Thanks very much. Helpful tips and I may try using the time wheel for overland travel with the game I'm currently playing, as well!
Awesome. If you have any ideas for improvments please let me know.
Very cool. Very clean and seems easy to use
Well, if it isn't easy to use it has to go. At least that has become my position as I am getting older. :)
I like the idea. Bascially turning the dungeion into a node-based design with each room being a node. And depending on the rpg system, the time increments of the wheel could obviously be different. As could the things that need reminding of (sleep, food, recharge batteries). And then of course time wheels with added rings for longer/shorter periods. Or separate time wheels for weeks/months/years.
Yes, i had a crazy idea once of making a steampunkish chronometer measuring everything...wheels within wheels...
Your intro is one of the best I've ever seen on UA-cam. Jealous!😊
Thanks - i think....I think its a bit simple but the music is wholeome. :)
Hey, old man How are you doing?
@@JustinThorLPs hey there doing well,but life has been keeping me away from my hobbies.
Procedural play is so important. Tick timers and resources, Event Check, Description, Declarations, Perception Checks, Resolve Events/Declarations.
Yes - I find that I want all the mechanical stuff to take no bandwidth while I am GMing.
@@TomPalsson as a new GM, I am so happy to have found your video. Blessed algorithm moment. My games have been verging more and more towards procedural play, and event-based play. This way, I lean towards what you said in the video: "everything takes a turn". That's wisdom right there.
that's a very clever way of handling that. Thanks!
Well, I am not saying I don't have OCD. I am just saying that I want to choose my own OCD. :)
DM Nogge is back again. Thumbs up!
Tjohooo!!!!!!
a downloadable time wheel image would be very nice to have and to print out, thank you very much. Did you know that, contrary to what most ttrpgs would tell you, historically torches burned for around 2 hours, not just 1 hour?
Haha, it figures. I will try to arrange a googledoc!
Hey - you could download the a PDF of the timewheel here: drive.google.com/file/d/1WLRLctpPU9zcBakOIIzeXuctispLbUd4/view?usp=sharing
@@TomPalsson whoah, that was quick. Thanks!
Very cool. I grew up during the same time in Brazil. And for us it was Vampire, Werewolf, Gurps, Shadowrun and a ton of AD&D 2nd as well before getting into 3rd. Was Vampire or other White Wolf games popular there as well? I never heard of Kult in Brazil. We did have some Brazilian games as well :)
Yes, I recall during the 90s that the Vampire games were very poular here as well. Attracted a lot of the goth crowd. :) I believe that Kult was translated into english but I do not remember who owned the license for the english version though. Could you tell me about some Brazilian games that were poular at this time? I think this subject is quite fascinating.
Mahtavaa nähdä tällaista historiaa. Hyvässä kunnossa myös nuo kirjat teillä edelleen.
Surprisingly yes. We had to call all old friends and ask them to go through their closets.
Nyt on kunnollista. 👍
Hei! Tämä oli todella mielenkiintoinen video! Minusta tuntuu, että suomalainen peliskene on vasta nyt heräämässä. Hyvää työtä!
Jees, tosi kiehtovaa settiä!
On ollut sama tunne pari vuotta.
Interesting - I would love to learn more of the finsih perspective. Was rpgs not that popular in the 80s and 90s as they were in Sweden?
We did have some small games in Finnish but nothing that broke through like DnD in Sweden. We had translations on D&D Mentzer edition, RQ, MERP, Cyberpunk etc. which were really popular. The most popular Finnish rpgs have been made in 2000s but it is hard to compete against international giants.
@@jukkasorsa2022 I also played Finnish translations of Call of Cthulhu, Stormbringer and Paranoia but in the scene it all stopped suddenly. At some point in Finnish role-playing scene and scifi- and fantasy fandom using our own language became uncool. I had several friends when I was 15-18 that suddenly started thinking english language was cooler.
Yay!
Achilles Wiggen on kyllä sellainen sarjakuva että siitä pitäisi olla oma roolipeli.
@@jonasmiekkamies HELL YES!
@@jonasmiekkamies Kari Leppänen is such a master.
I like your breakdown of the die types you use, its a good idea to use different dice (also d12s are awesome, always love to see them used) for different levels of threat. When I run a dungeon I don't really ask players what their actions are on a turn by turn basis, I'll ask them what direction they want to go and based on how they are moving (are they trying to be stealthy for instance) I just move the party along to their maximum movement unless they come upon a door or some other interesting feature. I see the turn tracking as entirely a DM thing, the players don't really know the exact length of time they've been walking around in the darkness (there are exceptions to this of course).
Thank you. In reality I actually handle it the same way as you describe. I don't think my players normally are especially aware of the procedures of a dungeon crawl. They now things like that a torch lasts for 1 hour, and they know that I roll for Wanderings monsters sometimes, but they expect me to keep track and let them know if something happens. :) That is also fine by me - I mean I don't want them to break immersion to worry about game mechanics. I do - however - try to make thinks more streamlines for the DM. My quest for essortless DM:ing continues...;)