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Welcome ... to July Sixth Park! SRDs, ideas, and more! Sticky

A topic by Chubby Crow Games created Jun 07, 2022 Views: 94 Replies: 4
Viewing posts 1 to 3
HostSubmitted(+1)

I'm so excited to have you all here!

What do you plan on working on for the jam? Or are you going to submit something you've already made? Or both?!

I made The Raptors Come at Night recently, so I'll definitely be submitting it, but I'm also going to make something else - I just don't know what yet! I've fallen in love with a lot of SRDs, so I'm going to share some here - I'll add on to this list when I come across new ones, or if I forgot one I already know. Feel free to offer up other ones!

This list is presented in no particular order, and descriptions are taken or paraphrased from the SRD page itself.

  • Breathless
    • Breathless games focus on condensed simplicity. The rules, the setting, the rolling tables, and the character sheet all fit on a half-fold brochure. This makes it easy for anyone to print your game at home, and get started with nothing more than a set of polyhedral dice and a few pens.
  • 24xx
    • 24XX games prioritize description and narrative positioning over detailed rules processes, taking the highest die rolled over mental arithmetic, and polyhedral dice over only one shape of die (because funny-shaped things are fun to roll).
  • Caltrop Core
    • Ever wondered how to make your own TTRPG? Welcome to v1.0 of Caltrop Core, an introductory game design system using the humble and sharp d4! Developed with @aghostofeli and @n_quests on Twitter, it's extremely simple and bare bones so anyone can make a game with it, regardless of your experience level! It can have as much or as little complexity as you like.
  • Charge
    • PbC games are narrative tabletop role-playing games about groups of characters struggling to achieve their goals, but pushing themselves to get there. It uses a quick dice resolution mechanics inspired by Forged in the Dark games, but with an entirely new spin, using clever ways to make the players want to engage with the game as much as possible.
  • Initiated
    • The Initiated SRD is a four-page ruleset for mechanically leveraged storytelling featuring one-roll resolutions for all actions, pass/fail and margin of successes, compact and newbie-friend design, and a sufficient base for future modular additions or stand-alone play. My goal with Initiated was to create a hyper-streamlined d100 system. It's fast and simple enough to play anywhere and with anyone and in narrative-first games, but also strong and crunchy enough to be used in mechanically-driven games.
  • Iron Core
    • Iron Core is a rich dice mechanic loosely inspired by the Iron Triangle of Project  Management, which is better known through the common saying: "Good, fast, cheap. Choose two." Iron Core translates that to a roll of 3D6, then the player picks one result for Quality, one for Efficiency and one for Speed. The way the numbers are attributed to each 'constraint' guide the narrative!
  • Lumen
    • With the LUMEN SRD, you can create your own game, Illuminated by LUMEN. Highlights of the system include quick dice rolling, no skill lists (it's about how you approach a task, not what you're doing), combat that is fast and characters who feel powerful, and a gameplay loop that keeps the players wanting to get back out there.
  • Threads of Lachesis
    • Threads of Lachesis (TOL) SRD, is a system reference document to create games with branched random Prompts that the player organizes into a cohesive sequence via a single roll. Games created with this system can hyper-focus on the span of a second, an hour, a day or zoom out and view the span of a family’s generational legacy, a civilization, or a galaxy. It can be used to quickly create rich and varied character backstories or used for world building to generate the major and minor events of a nation or continent.
  • Wretched and Alone
    • Wretched & Alone games are solo journaling games about struggling in the face of insurmountable odds to survive, or to achieve something important.
  • Lay on Hands
    • The defining features of this game are: it is single player, it requires physical activities for resolving action/conflict, it relies on abstract narrative prompts, and its heroes are primarily heroes and not fighters.
  • Carta
    • The base idea is that players lay cards out in a grid , and then turn them over one at a time, exploring prompts and mechanics as they do. The game is a sort of boardgame / storygame hybrid, where players explore journaling prompts by physically moving their marker from card to card and looking up the results. It can have a definite goal, making it more boardgame-like, or it can be more nebulous and story-focused.
  • Motif
    • The Motif Framework Toolkit is a system reference document (SRD) for games and tabletop roleplaying tools based upon the Motif Framework engines and Runs on Motif games, published by Thought Police. It is ideal for creating an “oracle” based system designed or ideal for solo, GM-less, and low prep play. It may be used to create full games. It may also be used as a supplement to other games, providing a solo or GM-less mode for an otherwise traditional TTRPG.
  • Diamond Doubles
    • It uses d8s, focuses on rolling doubles and is extremely versatile in its application in both stat and token games. It includes multiple applicable rulesets, but still revolves around the concept of rolling the same number twice. It also includes a prototype game using a Stress Pool that is entirely functional and useable for your friends!

I'm in love with microsystems myself, and so default to Roll for Shoes as a base whenever I'm creating something. It allows players to quickly develop their own skills during play according to what your character rolls well doing. It's great for lighthearted on-the-fly improv; I've welded it onto other systems in the past as the skill component.

Another personal favorite: Fate. Uses what are effectively d3s known as Fudge or Fate dice to fine-tune the curve of each roll. And the Aspects system allows great (and fast) character customizability.

Anyways, big scary dinos go rawr stomp chomp chomp but why can't you be a dino? I plan to incorporate this element, probably to the exclusion of human PCs, because humans are boring and puny and DINOS GO RAWR STOMP CHOMP. Maybe a roleplaying "remake" of The Creature That Ate Sheboygan?

HostSubmitted

Heck yeah, I love the idea of making a dinoplayer-focused game.

And Fate is awesome. Not only that, but Fate would definitely allow for some cool customizable dino characters.

Submitted(+1)

I've been looking for an excuse to try my hand at making a journaling RPG.  I've also been wanting to make something outside my comfort zones of robots and the ocean.  This jam seems like the perfect excuse to do both at the same time.  

So I plan to make a solo game about working in a museum and listening to dinosaur ghosts while walking past the fossils.  Why the player can talk to dead dinosaurs or why the dinosaurs speak English, I don't know yet.

HostSubmitted

Oh wow this sounds awesome!! My first game that had any success (and that I was really proud of) was a solo journaling game, I fully support this. And I love the museum and ghost theme, that's friggin' great.