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/tg/ - Traditional Games


I'm designing an RPG system where you play as hood rats and it uses street craps as the core mechanic.
Basically in order to pass a check you have to win a number of rounds of craps equal to the DC. You'll have a resource call "cred" that you use like XP but can also spend to lower a DC or to BET on yourself or others when making a check so you can earn more cred.
What do you guys think about a system like this?
My goal is to have the system emulate the experience of living a hard life on the streets and gambling with your life everyday.
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have you considered suicide
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You'll be assigned a starting amount of cred at character creation to spend on skills and attributes and such, and you can spend it later to raise those.
But the big deal with cred is spending it to pass checks. If you lose a game of craps, you fail the whole check. So as the session progresses you'll want to bank enough cred to spend to buy your way out of important checks.
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https://www.youtube.com/watch?v=GdYpxVQ1BZs
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>>88992496
thread theme
Although after a couple sessions it'll probably turn into this
https://www.youtube.com/watch?v=pAaXzHJhA18
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>>88992239
Does spending 1 cred mean you pass the check automatically or does it just reduce the number of craps rounds by 1?
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>>88992826
It reduces the DC by 1, spending cred on a one to one basis. You can pass a check entirely by spending cred, but if you don't shoot then you can't bet. And you want to be able to bet to get more cred for later
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>>88992151
Sounds a bit slim; I'd have to know more about, fuck, everything I guess.
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>>88992151
I like the ludonarrative harmony.
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>>88993036
I'm going for a loose, narrative game. The idea is that you'll play out a story like the movie Juice. The players will be put themselves in increasingly outrageous scenarios in order to have an excuse to wager cred so they can get more cred in order to pay to pass checks when the chips are down.
Everything comes down to the core concept which is gambling, so that's what I'm focusing on first. I need to figure things out like "what constitutes making a check for" or "how many checks should you allow per session" since it could easily be gamed by players and they'll end up with enough cred to buy off any encounter. Although that might not be such a bad thing...
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>>88993051
Although it'll probably be treated like a joke, I do want the core system to reflect the kind of story you tell. Another thing I'm doing is letting players bet against each other in a check in order to have a "crabs in a bucket" element (you bet that nigga gonna fail! Now you take everyone else's cred if he do)
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too late brotha
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>>88993257
Shiiiiiet, I'mma jack dat and use it.
But I like my system better because it's based around taking risks to earn the right to do crazy shit later. The world is yours!
Also, peep the capta
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>>88992151
OP is it cool if I use my 10th lvl Magical Negro in your game. His backstory is that he sold his soul at the crossroads so that he can be the best caddie that’s ever lived.
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>>88992151
lol i worked on making a text based rpg of this nature
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>>88993461
Fo sho ma negro.
I actually think it'd be hilarious to use this system for some straight high fantasy but hood. Lawd dem Rangz.
Also planning a magic system based on melanin
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>>88993483
lol
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I garuntee you'd be malding if someone made a game called White Trash & Trailer Parks.
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>>88993635
I guarantee you that I'd buy the trailer park boys rpg on day one
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>>88993635
Shiiiieeeet, honky's been represented in board games fo far too long! Bout time us nigga's got some recognition! Black lives matta!
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>>88993663
You and me both. Although Fiasco could work for that since it's light enough. Ultimately come down to how well your friends could do the impressions/get the theme right.
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>>88993663
>>88993703
>>88993681
Called it, snowflakes.
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>>88992151
The only design choices that could satisfy both of us is…if a pile of ethnics run a train on you for failure? Fine. Y’all are fagets. Discord is bad, m’kay.

3d6 over DC 16 to see if me and my niggas plow you like the desolate soils of the Dust Bowl, or if we slap your ass to give you ‘cred’ and the like.
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What are the rules of street craps?
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>>88994528
Similar to the resolution mechanic from >>88993257

You roll 2d6. If it's 7 or 11, you win. If it's 2, 3 or 12, you lose. If it's another number, the number becomes the point, and you have to keep rolling until you roll the point (win) or 7 (lose).
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>>88992151
This sounds hilarious and fun, please make it
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homebrew Zona Alpha for a ghetto skirmish game. just replace anomalies with drug stashes and mutants with crackheads.
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>>88994692
Nigga Zone.
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>>88994528
Roll ‘em and I’ll tell y’all how the ghetto kids have embarrassingly smaller magnitudes of faggotry than (you). They smoke bidis & Newports, gamble and scramble for coppers — quite literally in the rougher places. The kids who gamble for coins are the worst. Bad things happen if you don’t scramble hard enough at gambling, apparently. Very insular, corner gangs ain’t too pretentious. Weirdly, the pathetic amounts spent gambling ain’t the point. It’s a response test:
>did you notice the spin in his wrist?
>are you petty enough to mention that you noticed?
>did you play a single game, or are you retarded?
>did enough people acknowledge you , such that you might be trouble?
>how many offers to you, in the wrap-up?
Ever seen a 13 year old with a piece, as he chain-smokes and wonders what to do with it next?There’s a thousand yard stare some wear habitually. I can’t tell if anything promotes survival, few live past 25. Practiced viciousness is, unfortunately, contextually useful. There’s a kind of instinctual blunting in their expressions, as if they’re (constantly) waiting to confirm the worst about you with aplomb. In the same way you pretend a person in line doesn’t irk you, they tell themselves “Not Yet.” These excuses not to kill each other are, in the worse locations, a pretense where they slay each other for shoes. Abnormal pettiness is the norm. Loyalty and behavioral patterns are tied to colored fabric, far more than you could imagine.
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>>88992151
That's an awesome idea, and sounds like it draws on the most fun aspect of pen-and-paper RPGs - getting absorbed in the wacky characters/settings and amusing one another with impressions. Ideally, you want it to thematically evoke the same feeling as GTA San Andreas - maybe one or two dynamic elements could be ripped from that, e.g. having a wanted stars system that triggers when you get witnessed doing something illegal in public depending on how you roll, can increase or decrease, and spawns in law enforcement which you have to get away from to drop the level. I imagine that if you trigger wanted stars during a mission (quest, whatever), it should immediately change the objective to avoiding the cops and/or getting out of there, maybe with the possibility of resuming the mission after the cops give up. You'd want to design the cop mechanics fairly well, since obviously it'd be a recurring feature of a game about ghetto criminality, and a funny aspect of role-playing for the characters.
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>>88992151
Bump for interest
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>>88994528
I've calculated the odds, and you have a roughly 21% chance to win on your fist shoot and roughly 10% to lose. On a subsequent round you have a roughly 16% chance to lose vs. whatever the odds of the first number but certainly less than a 7 on 2d6.
So you're odds aren't in your favor to win a game even if your odds of immediately winning vs losing is 2-1.
I was planning on making it so any loss fails the whole check, so it's a significant gamble to actually roll. That's why having cred is so important, you need it to lower the DC otherwise your probably gonna fail. But at the same time, you'll want to roll sometimes to allow everyone to bet and gain more cred for later.
Also the The Man (GM) always matches any bets the players make so the pot is doubled. Otherwise you're only shuffling cred to each other and the cred-conomy shrinks as you can spend it but not earn it.
I'm also gonna have it that at any betting phase in between shoots, everyone but the active shooter (the one making the shoot) can bet for or against the shooter (the shooter can only bet on themselves), shifting any previous bet to your new one. On a loss, the betters split the pot amongst themselves and The Man (who always bets against the player, he keeping a brotha down!)
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>>88997077
Also if you run out of cred you get a free "welfare cred" in any betting phase that's automatically bet. So even a bunch of broke niggas can still earn back some cred, they'll just have to find opportunities to make checks.
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>>88995027
Who's the pogging guy?
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>>88997077
>>88997238
lol
What sorts of adventures do you plan on running? You ARE going to write absurd urban fairytales inspired by the music industry and the drug industry, right?

>>88998737
Happy American is Smilebuddy's friend, and Smilebuddy likes to smile at his friends, and Happy American likes to smile back.
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>>88992151
>>88992239
What stats should I give my characters if I want to build a wigger class?
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>>88992151
>it uses street craps as the core mechanic.

So an India RPG?
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>>88999578
Very original
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>>88999359
Based oldfag
I'm getting ready to run the first prototype session, basically gonna use the plot from Friday except force them to pay the gang back for the stolen drugs by making them plan and executed a robbery (they got the juice now)
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>>88999566
Shiiiieeeet. The bigger would be -1 to all skillz, but with higher starting wealth from your middle class parents.
Jk, I'm not gonna do wealth. There's gonna be two skillz for acquiring things. Hustlin' to happen to have enough money to afford it, or Finessin' to jack that shit.
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>>89001143
I meant wigger. Fucking phoneposting.
Can't have shit in Detroit
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>>88992151
Should we start stating weapons such as hi-points and Tec-9s?
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>>89002180
I'm planning on combat being a check like normal except you can't have a skill in it(niggas don't learn to shoot). Fail means you die. I'm not gonna specify any more than that because it'll slow it down.
But you best not be caught lackin!
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Just ran my first prototype session. One of my players knew how to cheat at craps which I didn't account for lol.
It was pretty fun, though I feel like too much cred was handed out. Too many checks were paid for. Since you use cred at character creation to buy your initial skillz, the number of total skillz matters a lot.
Here are the skillz I designated:
Hustle'n
Ballin'
Spittin'
Finesse'n
Wile'n
Bullshittin'
I also need a skill to represent knowledge. Whatchu think?
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>>89005148
how the fuck do you cheat at craps?
also knowledge should be a binary skill - either you have your grade 10 or you don't
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>>89005202
There's a way you hold the die and flick your wrist so that it's more likely to land on a side you want after turning a predictable number of times. That's actually why the cardboard backboard is there, you gotta bounce off it to stop you from cheating.
When I'm talking knowledge, I mean street knowledge and current happenings.
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>>89005148
Slangin' should be a skill that improves buy/sell prices when dealing

Knowledge could simply be called knawledge
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>>89005897
I was using an abstract approach to wealth/equipment. If you wanted something you made a Hustlin' check to see if your paper was stacked enough that you could have afforded it. That failing you could use Finessin' to jack that shit from some foo. Anything reasonable for your character to have (40's, bling, a piece) we just assumed they had. Money only mattered when it was a large amount. Like a couple bands.
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>>88992151
You need ashiness as a stat

Ashy niggas get a charisma debuff but theyre better at combat because they can blow skin dust into someones eyes
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>>89005954
are those the same person?????
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>>89005973
Shut up, you're not this stupid
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>>89005954
lol probably gonna have feats and flaws. Ashy will def be one
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>>89005998
okay sorry. so whyd she get the michael jackson treatment?
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>>88992151
>I roll to Bix Nood
>"1"
>sheeeiiiiitttt
How would you feel if you hadn't rolled a "1"?
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>>89002519
Shit dawg that sounds tighg
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>>89005954
>>89006011
I would avoid feats and flaws unless they're things you acquire in game. I think you should develop your core concept before you allow it to get cluttered. Also I think we'd all love a longer playtest report and we'd love to hear any thoughts you've had after playtesting.
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>>89005148
>>89005897
Shieet mang, knawlege ain't bad, but wut 'bout smartz, ejucashun, or learnin'
I like learnin' cuz wit da way ebonics works, it might mean if yous gettin' learned by someone, or if yous learnin' someone else, ya feel?
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>>89006956
>How would you feel if you hadn't rolled a "1"?
Cock: mongled.
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>>88992151
>give em a volley tyrone!
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>>89008969
I think I'll probably give different class of guns a bonus to combat (semiauto class 1, automatic class 2, ect.), and have the number of combatants on each side weighed against each other to find the DC. Otherwise lethal combat is check like any other. This way only the amount of niggas you got and your firepower can help you in combat.
Of course you can still spend cred to lower the DC, that's a large part of what your saving up for.
Nonlethal combat is a Wild'n check, Loser gets KNOCKED DA FUG OUT!
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>>89013289
Learnin' is good. And you've tapped into an important design choice I made which is that skillz are intentionally vague so you can argue what they could be used for.
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>>89013118
You're absolutely correct about that. That's why I've been so focused on the core mechanic in this thread. The jokes will write themselves later!
The core mechanic is the craps based DC checks and betting cred on your own and fellow players checks. This is to foster the theme of living life on the edge and taking risks just to earn a little each time, snowballing into egregious shit later.
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>>89013118
So here's a more detailed recap of the proto session:
>3 niggas chillin on da stoop
>dumbass homeboy named Zombie comes up and informs Tyrone (player) his grandmama caddie got jacked by local infamous crackhead last night
>Zombie claims he followed crackhead to Grovestreet Balla's hood and saw him make out in a hurry
>caddie got shot at in process
>now the Balla's gone be lookin for the caddie and it's still missin
>the squad gotta go find the crackhead but they need some wheels first
>Tyrell (other player) makes a Hustlin' check to see if he stacked his paper up enough to already have a ride
He requested a pimped out G-Body with a full grape Sunkist wrap, so I set the DC at 5. He's got a Hustlin' of 2, but everyone chips in a cred to buy the check (no roll) because they really want him to have it.
>go to the corner liquor store to try to find crackhead
>other niggas already there, they chased him off so they could play dice in peace away from his stankass
>alley niggas lil drunk so they start beefin with the players
>Tyrell uses Ballin' to show off his pimped out grape Sunkist wrapped G-Body
Player had a Ballin' of 1 and the DC was only 2 because these niggas didn't have a reason to be that hostile, so only 1 game of craps was needed to pass the check. Player wins and all of them made cred off their bets.
>alley niggas impressed, become ally niggas
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>>89016342
>players shoot the shit and find out crackhead been known to dumpster dive behind Chinese restaurant
>go to restaurant and find crackhead high as a kite with face covered in white powder
>Tyrone squeezes crackhead for info while busta ass nigga Zombie looking feverishly for something
>Tyrese (final player) notices Zombie acting wack and uses Spittin' to trip him up and admit the truth
The crackhead (I did my best John Witherspoon impression to voice him) was quite talkative so no check was needed to get him to spill but Zombie was trying to shut him up. Since Zombie was keyed up and had a good reason not to talk, the Spittin' check was set at 6, but the player loaded almost all his points into Spittin' and had a 4. Someone spends a cred to lower the DC and player wins the last needed shoot and succeeds the check. Bank was made on the check from the other players.
>Zombie finally admits that it was him that jacked Tyrone's grandmamma caddie and ripped off the Balla's
>ditched the car in the ravine
>crackhead then spotted Zombie and ripped him off for the kilo, proceeded to lose everything he didn't manage to snort
>man this nigga Zombie ALWAYS fuckin up!
>need way to pay back the Balla's or enough guns to go to WAR
>do nigga calculus and decide they don't got the straps between the four of them to shoot it out with a whole gang
>Tyrell declares he knows a nigga on the ops block that just sold his car and he heard he ain't been to the bank yet
Because this is a narrative system and he detailed it well enough, I wanted to let him have a chance at this being true. So I invented a street knowledge check and let people spend cred to buy into it like at character creation. Player spends 2 cred to raise it to 2, check is set at 5, he spends 2 more to lower DC to 1 and everyone bets including broke nigga who gets the welfare cred. Player cheats at dice IRL and wins (lol).
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>>89016353
>boost civic and creep on the ops block incognito
>see Balla's driving by looking for them, succeed at Finessin' to lay low
Because this is a loose, narrative system I declared that each check represents a whole encounter. Thus only one player needed to roll for all of them. They can have the highest skilled one make the check as long as it's reasonable.
>night falls
>op finally leaves his house
>squad creeps into backyard, neighbors dog is growling
>Tyrese uses Spittin' to have his savage rhymes sooth the savage beast
>Tyrone uses Wile'n to break the ops back door open
>Tyrell uses new knowledge skill to disable the ops security system
>alarm went out to popo, but average response time is an hour and a half so they good
>use Finessin' to jack enough shit to pay back the Balla's
>creep back home and get a hold of Balla's on Instagram Live
>use Bullshittin' to explain they wanna meet to make good on the missing kilo
>meet up with Balla's and explain they situation, offer jacked loot
The Balla's have taken all the loot, the G-Body, and waste them to send a message, but the Bullshittin' check they made before was set really high at 7 which used up most of their combined remaining cred to pass. I didn't want to nullify their earlier success so I let them off with something easy.
>Balla's accept loot but want a name
>is the squad gonna snitch on that nigga Zombie?
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>>89016363
>man FUCK that bitch nigga Zombie
>hand him over and head back to the stoop
>the ops is waiting for them, players forgot to check for security cams
>grab they gats and shoot it out, now down to one cred amongst them
Last cred spent to lower DC by 1. There's 3 of them now that Zombie is gone, and 5 of the Balla's. A set a base DC of 3 and added 1 for each one they were outmatched by, minus 1 for the last spent cred. Now they need to win one more game.
>player rolls the dice
>I didn't know he knew how to hustle dice IRL
>gets a 7
>the ops is wasted, Tyrell gets shot and taken to St. Floyd Memorial Hospital
>pic taken of him bleeding on the street waiting for the amberlamps is used as the cover of his upcoming album
>finally makes it out the hood...?
I skipped some of the checks made, but this gives you an idea of how play went down. Only one check was failed the whole session. A couple times one player would bet against a check and always lost. My biggest question going in was what was important enough to be handled with a check and how many to do in a session. Since the more checks you make, the more chances you have to earn cred. And I don't want the players to be able to earn too much too easily (by making checks that weren't consequential if they fail) and pay their way out of everything.
As it was I felt like they still paid for too much, they never actually rolled more than one shoot per check. Also they debated quite a bit about how to proceed and weighed their options, since I would tell them the DC of each action before they committed to making it since they would need to know how much they wanted to spend. I don't see a reason I should be that generous, so I won't do that again.
I normally want to foster cooperation in my players during play, but it felt decidedly counter to the core theme of this game. Probably will help with long term play. I don't know how I feel about that one.
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>>88993635
Which informal gambling activity would that game be based on? Because Ghettos and Gangsters has a really nice hook for getting people to pay attention and join in on the rolling and I'd want it's white trash ckunterpartntondo the same. At the same time, I don't want the differences to be the fluff surrounding the die rolling like it's PbtA. It's render a celebration of our diversity into something merely skin deep.
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>>89016371
>I don't see a reason I should be that generous, so I won't do that again.
There are two reasons.
1. It's effectively rolling in the Open, players can't suspect you of railroading by asking them to roll over and over again until they fail.
2. Asking "Are we there yet?" And answering "No." Over and over again, Is annoying for both parties.
Though, it's your game. Do what you want, I'm not your dad, the dog beat me over that fence.
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>>89016587
I wouldn't announce the DC when they're considering but only after they commit to making the check. They may have found they've bitten off more than they can chew.
This approach might encourage them to play intelligently and avoid doing foolish actions which is exactly what I DON'T want. So maybe I won't keep it secret till they commit. Further playtesting required.
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>>89016668
Maybe I could give a bravado bonus and lower the DC by 1 if they commit without asking what the DC is gonna be. Something like that.
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>>89016500
love from a brotha from anotha motha
Maybe video poker? Is that specifically a white trash thing? I see these new video slot machines all over the place in shitty stores
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>>89016371
This is amazing. It sounds like it'd be the perfect beer and pretzels game. Put some early 2000s rap on for atmospheric music, get some Hennessy to pass around, have an Ebonics dictionary on standby in case players need inspiration.
>Tyrell gets shot and taken to St. Floyd Memorial Hospital
Ahh lawd ma sidez!
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>>89016342
>>89016353
>>89016363
>>89016371
lmao
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>>89005897
Knowledge should be Street Smarts
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>>88992151
As much as suburban white teenagers love to pretend to be niggers, I don't think this is going to catch on. Sorry, Chief.
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This seems like a good a place as any to ask, anyone here have that old homebrew people made up called warlords and witch doctors? Rules light system about playing an african warlord.
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>>89016334
Also, some bonuses can just be +1 to skill, every dot they put in a skill can potentially be a joke. You might think of something that provides a long-term benefit beyond a simple skill, like if "Rich Baby Mama" gives you a higher minimum credit (welfare credit), but that could also just be something that you write on a card and give out mid-session and then take back if they fuck things up with their rich baby-mama.

Also you should start trying to build a power-level scale in your mind, so that you can respond to players with absurd amounts of credit by plunging them into a world of extreme repeated challenges with high DCs, like getting elected mayor, getting elected president, getting all black people elected president, finding out that one of the PCs was jesus all along, getting famous vs starting a rap label vs starting a metalocalypse-like cult, as you play around with 'epic challenges' you'll get a better sense of where the numerical tier should be and what they should represent. When they run out of creds they're back on the street beefin with street niggas to scrounge credit. Also sometimes one PC will still have gorillions of credit while others are broke and that's perfectly fine, but there should also be times when mutual problems come after them and they have to pool their credit and work together or else they all lose something(/die). I would just say by convention that the antagonists always treat the PCs as a group and "refuse to be tricked" by any given PC's effort to distance himself from the rest.

>>89016500
Magic: the Gathering.
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>>89016500
Dominos

Dominos is the game of the poor masses
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>>89025095
I like >>89013289 suggestion of "learnin'" because it matches the syntax of the other skillz plus is ambiguous enough you could argue what it means. Which is intentional.
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>>89025117
Shiiiiiiieeet, this game is FUBU ya heard? I jus' wanna give back to da community. I wanna make a game for them po keeds in da prawjekt who ain't got no money ta buy fancy 20 sided dice an' shiet
But white pepo can play too, especially in February.
If ya'll niggas want I can make followup threads as I keep developing this game till I have a .pdf with the first draft of the rules
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>>89025289
I don't know exactly how I intend to implement attributes or classes or feats or whatnot. They'll probably be jokier than the core mechanics. I like that idea of giving a bonus welfare cred. That's the kinda ideas I was hoping to find in this thread. Another part of the system I'd like to fuck around with is modifiers to the die rolls themselves. +x or -x to one or both of the dice, raising your odds significantly. Or even replace a d6 with a d4? That you can't bust out with 12 or win with 11? 3d6? Stuff like that. Could be part of the melanin based magic system.
As far as power level goes, my current working framework is DC going up to 10 and skills running 0-10. I joked about if you raised Ballin' or Spittin' up to 10 you made it out of the hood and your character retired. I could have a gold box ruleset for Saint's Row style shenanigans.
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>>89028497
>As far as power level goes, my current working framework is DC going up to 10 and skills running 0-10. I joked about if you raised Ballin' or Spittin' up to 10 you made it out of the hood and your character retired. I could have a gold box ruleset for Saint's Row style shenanigans.
That's probably a more reasonable attitude for a lot of reasons, at least for now. My thought was that your core system naturally leads to exponential credit-booms, followed by rapid credit drainage as the players get used to spending, the betting mechanic makes for exponential gains while the 1-for-1 spending to get out of trouble makes for linear (but rapid) credit drainage. So I think you'll want ways to make the players feel like they're WINNING BIG WOOHOOHOO without actually ending the game and retiring their character. Your system has big wacky ups and big wacky downs, and the genre of story that you're working with has the same, it's all about the gambler's-high and it's great.
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>>89028497
d4+d6 is interesting, it favors 6 but still has a good chance of rolling 7, not sure how that would pan out. It seems like a good fit for head injury or unusual retardation, because you're simpler, the game occupies a narrower range and sometimes that works to your advantage. d12 is patience or cool-headedness, because it's less likely to roll 7, so you're less likely to succeed on the first throw but also less likely to fail in the long run. +'s and -'s to the actual craps roll make it possible to roll 0 or -1 or 13 so it's a great fit for a magic system, you can attach special significance to results outside the non-magical range, but even if you don't the flavor is good.

>>89028455
Everybody wants to hear more, whenever you get around to it, just don't feel like you have to make a thread for our sake if it wouldn't be helpful to your process. Godspeed anon.
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>>88992151
I feel having to make multiple rolls for a single check can be something of a time sink, but it may work. If I were to try to make a gangsta RPG I'd probably create some urban survival rules for d20 modern/everyday heroes myself. Admittedly that would be totally different from what you're doing.
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>>89035898
D20 Modern is the GOAT. When that shit came out my friends and I pretty much stopped 3.0 D&D and played nothing else for years. But, like you said, that's something else. The point of this project is the challenge of designing a craps based RPG.
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>>88992151
>Basically in order to pass a check you have to win a number of rounds of craps equal to the DC.
Isn't that going to slow everything to a crawl?
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https://www.youtube.com/watch?v=0vW1BARyYMM So this era?
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>>88993350
You aren't fooling anyone, Hunter.
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>>89041467
Bear in mind that you make a check for the results of an entire encounter/challenge. It's not like there are combat rounds with multiple people playing multiple games of craps each time. The prototype session happened pretty quickly. Deciding on their next course of action took much longer than rolling for it.
Also craps plays pretty quick if you've never played it.
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>>89041491
Ye that's pretty much what I had in mind. I narrated the opening by saying they were in "Anyhood U.S.A." and implying that I'm gonna use every stereotype with no care if it's east or west coast, 80's, 90's, 2000's, or now.
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>>89041591
NAH NIGGA, IT AIN'T ME!
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After reading this thread I'm still not sold on the core mechanic, but could be fun.
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This would be a good idea if you didn’t put so much slang in it. The way you’ve gone about it seems super awkward and inauthentic.
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>>89042101
It's because ebonics actually has unofficial "structure" that some random white guy on 4chan would have a hard time appropriating properly
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>>89042101
>inauthentic
lmao
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>>88992151
Bruvva, you gotta make a mechanic for style.
Like, the more purple and gold and shiet a nigga has, the better his stats are.
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>>89042820
I think it's an unspoken aspect in all the other stats, at least at present, personally if I were going to write style rules I would treat it more like a currency (you don't spend it, you gain minor bonuses for having it, but the real joke is the way you can gain or lose style in-play, you could gain style for looting bling or upgrading your ride but then lose style because someone caught you listening to white music).
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>>89043355
If you are making an urban ebonic themed system it ABSOLUTELY needs style rules. Niggas spend their entire paycheck on clothes instead of food.
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>>89043365
Like >>89043355 said, style is already factored into the skillz, mostly that would be Ballin'. Like how in the proto session of the character's used it to impress some vaguely hostile niggas into mirin' his ride.
The reason I'm doing it like that is because this system is supposed to be loose and narrative. You can just say what you're character has/wears and they'll have it if it's reasonable (and a Hustlin'/Finessin' check can be made to acquire it if it's not otherwise reasonable). If I had an exhaustive list of equipment than I'd have to come up with a whole list and decide mechanics for each piece and maybe how to balance them. This would make character creation take longer, as the player's might want to go through the whole list and decide what to buy. You could be making a lot of new characters in this game since it's ride or die!
I could have a stylin' score separate from anything else and use that like an NPC initial reaction check. I do need to come up with some auxiliary systems for handling police interrogations, among other things. Based on the rules I've already described, how would you guys think that should be handled? It needn't even use the craps system to handle it necessarily, particularly if it was on the GM (Ghetto Master) to roll it.
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>>89025117
>As much as suburban white teenagers love to pretend to be niggers, I don't think this is going to catch on.
You never been on Tik tok have you?
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>>88993257
I like how the OP based this entire thread around this picture, hoping no one else had seen it.
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>>89054330
I'm sure whoever made this is probably fine with OP turning their one page thought experiment into a proper game. Let's not kid ourselves - it's not like it's going to be the next big thing
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>>89054330
Nah, if anything he's backing away from it, like calling his gm "Ghetto master" (even though "the man always betting against a brotha" is hilarious). This is why I don't read other systems when I'm working on something similar, I haven't read a zelda homebrew in years.

>>89049114
I would default to using craps rolls without the option of spending cred. Let them try to spend cred, like it's a normal transaction, but then the amount of cred you try to spend directly translates into raving and blustering and looking like a jackass as you try to impress/intimidate the cops with your reputation. If you really want a feelbad, say that the spent cred is spent, even though there's no benefit (I wouldn't do that but it does make it funnier).

There's something to be said for using a completely different core mechanic in non-niggardly situations, like the PCs have been pulled out of their natural environment and into a different world, but I don't have any good ideas right now.
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>>88993663
>>88993681
When I saw this trailer park wars advertised on Facebook it was literally just everybody commenting how they wished it was a trailer park boys game and won't be buying it
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>>88992151
Bigby’s Pimp Slapping Hand
Nikes of Speed
Rims of Enfeeblement
J’s of Striding and Springing
Thug Summoning I
Locate Crackhouse
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>>89059157
> Blunt of clairvoidance
> Snow of the bull
> Fentanyl's wisdom
>Lamborghini's door of theft
> Bling spray
>Bucket of major kfc
>Watermellow
>Charm cracka
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>>89057441
I actually had no idea that one page game existed, but I figured something like it could have. My inspiration for this came from the streets, and I'm actually not joking about that. I was at a soup kitchen and an black guy bought some dice from a retard, and I thought how funny it would be to make a craps based RPG. A NiggeRPG, if you will.
The Man was my first name for the GM, but one of my players said Ghetto Master and that's funny, too. I'll probably have a list of names in the .pdf when I write it.
That's not a bad idea to not allow cred for cop interactions, or maybe have cred work counter for them. Because they're more infamous and thus more wanted.
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>>89058986
There actually is a Trailer Park Boys boardgame. No idea if it's any good.
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>>89059157
>>89059935
Shiiiiiiiet das preddy gud. I might have to steal these for the Magical Negro expansion.
Also, more like "Blunt of Clear-Avoidance" (I was gonna clean my room, but then I got high), smoke it to get you out of a situation.
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>>88993635
>>88994033
So did you just not have the self awareness to realize how mad these posts make you seem?
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>>89041467
The game runs on coloured people time
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>>89035898
>>89041455
I actually realize that if you made a urban survival system, and territory rules you could make a rags to riches gang warfare game sort of like saint's row as 4x but table top rpg.



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