So some people have been having fun embracing an hour of chaos with Anarchy Goat. One thing people keep mentioning is that it vibes like I got the bugs in those Goat & Goose games meshed in. A couple asked for #TTRPG design advice.

Honestly? It's both purposeful AND accidental.
*For me*, I have a strong sense of "vibes" and aesthetic in the art I enjoy. So for me, it comes down to starting with a strong sense of what genre, themes, and just general aesthetic I'm going for. What is the core concept? How do I initially imagine it playing out?
For this there was a conversation here that spurred me on. Plus I generally like wild chaos games and animal stuff. Like I made an Everyone Is John hack called Just A Normal Human about a horde of critters pretending to be human. So, right in my weird lane [embrace *your* weird].
So I usually start with the blurb. What are we doing here? What's the concept? That guides my design as it evolves. For this one, it's a very simple and direct concept. Delivered with a little fun. anarchy goat Wait a minute. You’re awake. No, you’re Awa
Then I go to the basic core build. Like, what do I want general rolls to do? What are we trying to guide things toward? So here I just thought about what I'd want to do in an open world animal chaos game, in terms of mundane regular actions. Plus a little themed boost choice. WRITE THIS STUFF DOWN: I AM A [expletive of your choice] GOA
Keep following the concept & drill down. Chaos sandbox wouldn't be as fun getting hurt all the time. So go full unbreakable ragdoll. Then add a choice of mods for players.

Emphasize fun-having & troublemaking via token triggers for boosts & unlocking other glitches/mods. FEEL MY GOAT POWER β€’ FREE: UNBREAKABLE. Nothing can hurt o
So far we have a pretty self-reinforcing game. The skills encourage general exploration and mayhem. You can't really be hurt. You get boosts for having a good time and messing the world up. I think it's all pretty straightforward at this point, despite the wild concept.
But we need the system.Take d6s. Assign "flavors" [aspects of answer] to them. It's where a lot of the "game bug" design comes in. The success die can make a mess. Impact is variable. Things can get *weird*. Same system used for a solo oracle. Motif is highly tunable like that. HOW I GOAT β€’ When I do stuff, I roll 3 common six-sided di
Anarchy Goat proves a good example of both my general concept-driven design approach and the raw power of the Motif approach. "Flavor" tech makes them infinite flexible. Assign a descriptive label. Then scale results from none/contrary to maximum. Simple d6 math for modifiers.
Anyway, if you'd like to know more, you can poke me on Discord: discord.gg/vRfBh9f8

You can also grab the Anarchy Goat PDF + toss a few coins if you think it's a sweet little gem of #TTRPG chaos: drivethrurpg.com/product/415475…
You can also explore the two Motif SRD documents and FIVE other open licensed #indiegames available under the CC-BY SRD terms [linked in this title's description].
drivethrurpg.com/product/395200…
If you wanna show a little extra love for a disabled indie #TTRPG designer with open games in these trying times, you can drop a few coins in the jar: ko-fi.com/revcasey
or grab all our of our open sourced stuff at once and give a #MutualAid gift: drivethrurpg.com/product/422362…

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More from @ThoughtPunks

Nov 14, 2021
Thoughts for #TTRPG #worldbuilding econ edition:
One key thing to understand about any kind of economic system is that it is near impossible to escape market anarchy. That is even under the most unified and oppressive systems you will have parallel markets and pocket systems.
The persistence of illegal and questionably legal markets throughout human history are a steadfast example. Another example is the occurrence of "found family", mutual aid, and other communitarian and socialistic direct action within capitalist markets. There is no one market.
Tied to that is despite popular narratives there are very few actual revolutions and mostly long evolutions. What we know as "capitalism" has threads going all the way back to Ancient Greece and Mesopotamia. It was a slow process of pieces coming together.
Read 14 tweets
Nov 14, 2021
Familiars out to save their witch.
What a fun concept for a #TTRPG & fertile ground for a #gamejam!
[Credit to A Couple of Drakes for such a great little game!]

Matching the season,
the jam concept is "Found Family Holiday".

Running all month!
Come join us! [Links below.]
Here is the link to join the Run, Familiar! Found Family Holiday #TTRPG #gamejam on Itch.

All forms of entries are welcomed! Contribute dungeons, scenarios, adventures, add-ons, or whatever else you imagine. 😍

Looking forward to your jam entries!
itch.io/jam/run-famili…
Run, Familiar! is an #OSR-like #TTRPG game about familiars on a mission to save their witch.

Fast, fun, and heartwarming.
Play almost any kind of animal.
Extremely flexible. Run anything from a quick dungeon crawl to a grand quest.

Based on Down We Go.
acoupleofdrakes.itch.io/run-familiar
Read 4 tweets
Nov 14, 2021
Our open license materials grow!

Motif Toolkit SRD, based on the popular Motif Story Engine & Runs On Motif #indiegames.

Two open source #TTRPG games: The Princess and The Dragon + For Treats! For Glory!

Diceless SRD [Opus Theater] & a Motif SRD dice pool add-on coming soon!
With the Motif Toolkit SRD, you can create your own Motif tools and games!

Wanna add some low prep or #solorpg oracles to your existing indie #TTRPG? You can!

Have an idea for a game completely running on Motif? You can!

Commercial use allowed.
drivethrurpg.com/product/361409…
You're Our Hero. Knight. Legend. Beloved fiance of the Princess.

Wrinkles:
The Princess is Evil.
You're gay.
The Dragon is your true love.

Set out on a quest to rescue your lover from the wicked Princess & find your happily ever after!
#TTRPG #solorpg drivethrurpg.com/product/372983…
Read 5 tweets
Jun 30, 2021
Are you a newbie or hope-to-be #TTRPG #indiegame designer? Do you like genre-heavy and player-facing games? Or are you interested in GM-less and #solorpg games? We recently released an open license SRD. And we're willing to take pitches for mentorship!
drivethrurpg.com/product/361409…
The SRD itself has a conversational walkthrough style that cover a variety of build possibilities in way useful for newbies and old hands alike. The mentorship offer comes with no strings attached and no costs. We will consult with you to bring a Motif game to life.
Aside from the SRD conditions, we only ask that you add a given phrase to the Attribution Text acknowledging our mentorship and assistance. Otherwise, the copyright is all yours. You own the result. You owe us no money & no royalties. We just want to help people make Motif games.
Read 8 tweets
Jun 25, 2021
@BrubruGeek @jesseschell 1) Anyone interested in ludology generally (and even TTRPG designers) can benefit greatly by reading him. Want to make it clear upfront that ANY framework and definition of games inevitably excludes swaths of games. Which he admits himself and thus places his ontology as fuzzy.
@BrubruGeek @jesseschell 2) Getting to it, the concept of space as presented needs a fairly radical retune and or different perspective rewrite to match TTRPGs. The reductionist 0-dimension explanation (simple mental space) doesn't reflect the actual reality of play and experience.
@BrubruGeek @jesseschell It's especially a need in the types of game spaces list and conception. So by his own advice, we should chuck it out and replace/repurpose it to match our domain.
Read 10 tweets
Jun 24, 2021
Not usually jerks but: Watching new TSR burns themselves in a clumsy media blitz after we called them out on weak marketing & brand awareness + bad customer relations. (Their ego heard the nobody knows they exist part but missed the get a marketer & customer service parts. Oops.)
How they come across like transphobic trash, miserable self-parodying grognards, and generally clueless embarrassing grandpas is just... just a thing of beauty.
One of the few times you'll see us throw such harsh and unqualified shade.
Read 5 tweets

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