Looking for Feedback on My TTRPG Mechanics and Setting

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I’m developing a TTRPG inspired by games like Bloodborne, The Witcher, Lovecraft, and the Souls series. The setting is a low fantasy medieval world with elements of cosmic horror and unique technology not found in real medieval times. In this world, monsters arise from fear, belief, and faith, and there are different planes existing in layers. The most powerful beings dwell in the upper layers, but they are practically useless. Only humans can traverse these layers, and the barrier between them has been weakened by strong emotions. This has given rise to monsters created from people’s fears, such as a scarecrow monster formed from children’s fears.

Players will take on the role of a Hunter, tasked with slaying monsters for various personal motives like revenge or profit. The gameplay focuses on investigation, planning, and using the right gear to deal with different types of enemies. For example, spirit-type enemies require magical attacks to defeat, while beast-types can be slain with silver swords. Players need to prepare carefully before engaging in combat, utilizing items that suit the monster’s weaknesses based on their investigation outcomes.

The combat system is aimed at being immersive, allowing for targeted damage to specific monster parts, affecting their overall effectiveness in battle. Players will earn rewards after defeating monsters and can use those for crafting or ritual purposes, rather than just earning coins. I’m aiming for a deep, story-driven experience, but I’m curious if players will feel motivated enough to pursue money against their longing for narratives in RPGs.

4 Answers

LootNinja87 -

It sounds like your game has a lot of potential! I noticed some similarities with Vessen, which might be worth checking out for inspiration. One concern is the need for players to really know their enemies; if they don’t have enough intel, it might feel like guesswork instead of investigation. Also, not everyone is as money-driven in RPGs. Maybe consider offering cool gear or unique story elements as incentives instead.

QuestMasterX -

Absolutely, you could frame money as just one aspect. There could be quests where players might want to craft special items from the monsters or unlock story arcs by defeating them, making the focus more on the journey rather than just the cash.

CritiqueGuru -

Honestly, I’m not sold yet. While the investigative aspect is intriguing, it can be tough if bad rolls lead players to incorrect or no information. I’m curious to know how you plan to handle issues like character creation, leveling, and combat mechanics. Have you considered checking out games like The Hollow or Vaesen? They’ve nailed some elements you might want to learn from.

ShadowCaster91 -

If you’re excited about it and believe it fills a niche that isn’t currently served, go for it! Just keep in mind that the execution is key. Focus on refining the mechanics, and don’t forget to playtest extensively. System building is tough, which is why many new games go for simpler rules.

AdventurerJoe -

You’ve clearly thought a lot about the combat system, but it feels like you might be leaning too much toward a board game structure. What’s your vision for encouraging role play? It sounds fun, but I’d love to see how role playing fits into your monster-hunting cycle!

PixelHunter42 -

That’s a great point! While the hunting mechanics might feel board game-like, they can serve as side quests. The main storyline could involve preventing cultists from summoning a great one, and players could negotiate or manipulate NPCs to get information—it’s all about choices!

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