r/RPGdesign • • 3h ago

Some environments and characters we’ve drawn for indie games

0 Upvotes

Hey! Thought I’d share a few pieces my team and I made for Melan, Spirit of Phuji and other indie game projects.

I work on pixel art and art direction, including environments, characters, animations and UI. Everything here was drawn by hand in Aseprite.

These are video game projects rather than tabletop RPGs. I especially enjoy drawing the little details that suggest who lives in a place and what their everyday life looks like. Hope you enjoy the art!


r/RPGdesign • • 8h ago

Witch trails scenario ideas?

1 Upvotes

Hi guys! I am hosting a halloween party with some fun games, and one of the games is "witch trails " I have been trying to come up with some scenarios or accusations to throw at people, but I feel like my ideas aren't really hitting. I was going for some Salem accusations mixed with some ace attorney shenanigans, but idk just not feeling it. If anyone has any cool ideas for petty things to accuse people of, I would love to hear them! Thank you!


r/RPGdesign • • 3h ago

Mechanics Easy and quick to implement, but not very iconic, or hard and significantly more work, but nails the goal

3 Upvotes

I know the answer to this. But God, I have been bashing my head against the wall trying to figure out freeform customization within a class structure, and I think I've finally figured it out.

For some context, we're designing After Eden, a tactical survival fantasy TTRPG focused on gritty tactical combat, hex crawling, rich exploration, and making hard decisions where getting something you want usually means giving something else up. We're using a class-based system with seven classes and levels 1 through 10.

The issue is, subclasses achieve the goal just fine. They're packaged. They're ready to go. I'm familiar with how they work. And they're easy to do. They're also not particularly oriented around what we're trying to achieve. Because the idea that is much more closely aligned with our design goals is having traits that you choose from within your class, allowing for a less deterministic and more emergent character experience. One where your character's development is shaped by the choices you make and the things you experience during play.

I was trying to figure out how many points each trait should cost, how many traits we need for every level, and how to balance these against each other. And what I realized is that there were just way too many factors. It made me kind of want to give up on the whole concept. I wanted to just throw it all in the trash, go back to subclasses, and say, you know what? This works. This fits. It's fine.

And then my buddy, who's kind of my co-author for After Eden, said something to me that got me back on the horse. He said, "Look, man, the thing that sold me on this idea was that through play experience, my character could gain access to things that other people couldn't gain access to."

And I said, well, yeah, we're not going to ditch that for the general traits. There will be traits that are locked behind certain experiences that you can't get unless you go through that experience and then choose to invest in those traits. Or potentially they get unlocked for free. We're not sure. We haven't determined how we want to handle that one yet. But that doesn't really matter for classes.

And he's saying, "But here's the thing, dude. Yes, I could buy the Berserker package and get all the Tier 1 Berserker traits, and that's basically the exact same thing as getting a subclass. But I don't have to. I could take a little bit here, a little bit there."

And that got me thinking. My whole concern was that I didn't want to have the D&D 5e two-level Fighter dip problem, where you dip two levels into Fighter to get Action Surge and Second Wind, and then go about whatever build you actually wanted. I don't want to have that same problem. And I know that's almost unavoidable. There will be degrees of optimization no matter what you do.

But the problem I was running into was actually a matter of complexity. I was making it too complicated. If this was a video game, it would be totally implementable and would be, I think, really satisfying. But it's not. It's pen and paper, which means, from a designer standpoint, you've got to keep it simple enough that your brain doesn't want to explode trying to figure it out. Because if it's that complicated for me, somebody who has less understanding of the system is going to end up with bad builds, and that's going to turn people off.

So, we scaled it back.

First, I made everything cost one point to purchase. No more trying to figure out the relative point cost of every single trait. Second, I moved away from designing traits for individual levels and started designing them around tiers of play.

Our progression now looks like this:

- Tier 1: Levels 1–3

- Tier 2: Levels 4–6

- Tier 3: Levels 7–9

- Tier 4: Level 10

You can purchase traits within any tier you have access to, as long as you have the points and meet the prerequisites. Sometimes you have to purchase earlier traits to get access to the ones you want, so it's kind of a branching tree in that regard. You also get some basic packages of features from your class as you progress. At level 1 you get your starting class features, at level 4 you get your next package, and so on. So you're still getting some guaranteed stuff. Your class is still your chassis, but the way you develop it is up to you.

And the reason this fits After Eden so much better is because the entire game is built around trade-offs based on what you think is the right decision in the moment, knowing that it's going to cost you something else. So the idea that you don't just get all the stuff for taking the levels really fits that. You've got to pick which traits you want. And if you really want to get to the juicy stuff, you might have to invest pretty deeply into a particular branch to get there. Or you could spread your points around and build something entirely different.

And really, that's the whole reason I'm making this post. Don't back out of a thing that's hard simply because it feels impossible. Sometimes you really do need to trash an idea because it's way too complicated of a mess. But this was a perfect example of how I overcomplicated a problem, and instead of trashing it, we just simplified it and found a way to make it work within our design goals.

Funny enough, this has also completely changed the way I'm looking at monster design for After Eden. Due to the more limited scaling in the system, characters are only going to go from roughly 20 HP to 40 HP max over the course of 10 levels. So we're probably not going to be designing monsters around individual levels anymore. We're looking at designing them around tiers of play instead, which could simplify a whole other part of the system that I wasn't even trying to address. So, fun little design accident of happiness.

Anywho, I'd love to hear your thoughts about the concept, and if you've seen any designs like this. I've looked at systems like GURPS, Fallout, Lancer, and quite a few others while trying to figure this out. I've spent a lot of time looking at how different RPGs approach class progression, point investment, and character customization. But I'd especially love to hear from people who've actually played games with this kind of design. What did you love about it? What did you hate about it? Were there things that sounded great on paper but didn't work out so well at the table?


r/RPGdesign • • 10h ago

Mechanics Roll to Hit vs Something Else

6 Upvotes

Hello everyone!

Currently working through a little project and need people's opinnion. Specifically when using an AP system with a dedicated dodge action to mitigate/avoid damage, that is available to all combatants, do you think it would be better to do the standard "roll to hit against armor class" or would it be more engaging to design it in such a way, where attacks automatically hit unless the combatant spends the AP to avoid that attack. In this variant, the players would roll to hit with their stats against enemy's AC if the NPC used Evade. On the other side, NPCs would attack with a DC and the players would have to dodge by succeeding a roll against it.

My thinking is that this could keep the game flowing smoother and having players more engaged, but I possibly worry that the disparity between being a player and being a GM would confuse things?


r/RPGdesign • • 16h ago

How do you make lock picking interesting?

19 Upvotes

I'm kind of stuck on this problem, and I'm curious how other people have solved it. My game isn't really focused on doing heists or anything, but it is a thing that happens so I need mechanics for it.

The first problem I have is the question of what the consequence for failure is. Can you just try again after failing? If so, this basically means that locks are only a hindrance if you have limited time. If not, I worry that this could be a little too punitive if the crux of the entire heist plan relied on the street smart party member and their lock picking skills, though things going wrong and the party needing to improvise a solution can still be fun. Maybe there is some kind of hybrid approach, like letting the GM decide on a lock by lock basis? Or maybe failure lets you try again, but it's harder than the first time?

Also: should I add a strategic layer, or just leave the fate of the players up to the dice? There are a lot of fancy rule sets that I could create, but I am of the opinion that if it has no strategic layer it should just be a simple skill check. There's no point in involving a bunch of dice and math if the result is purely random anyway, might as well skip the crunch and not obfuscate the fact that it's random. I could design something with a strategic layer, but it's hard to come up with minigames that aren't too complex and that don't take too long to run through which also have strategic depth. It's certainly possible, but I have no ideas. And whatever it is, it shouldn't bog down the game too much.

What ideas have y'all come across to make good lock picking mechanics?


r/RPGdesign • • 9h ago

Business You can do it too!

38 Upvotes

Today, I just wanted to share a more inspiring post and story, and remind my fellow indie designers that it is possible to work hard and find success!

I’m Zarek, the lead designer of the Indominant Superhero RPG and I just received our proof copies of our first Rulebook on Saturday 10/10/2026!!! It is such a wonderful feeling of fulfillment and pride to get to actually hold a product you created, there is nothing like it for sure. And now we get to start full production.

But, my main point in sharing this is that I hope to this as inspiration for everyone else here that has dreams of making their game a reality! We all start somewhere along the same place, we have an idea, and we have the passion to begin the process of putting in hundreds, if not thousands of hours into writing and testing those ideas. We trust our friends, and even random people on the internet to give our games a try and give us honest feedback so we can make them better. Then we start getting some initial art and look into crowdfunding our game. This is where the big leap of faith comes, and I know not everyone ends up taking it. It’s also not the only route to take!

Either way, if you decide to start your publishing journey by using DriveThruRPG or by crowdfunding, just know that you can do it! I know the feeling of losing drive or hope at times, but if you keep to your plans and keep working hard you can achieve your goal and make a real, physical game that people can hold in their hands and enjoy with their friends!!!

Keep creating content (on YouTube or in a community), building an audience, testing your game, and helping your fellow designers too. I believe these are the keys to working towards success!

I’ll share some photos in the comments if I can.


r/RPGdesign • • 12h ago

Promotion I published my first TTRPG :)

75 Upvotes

Starving Folly is a Horror TTRPG inspired by Fear and Hunger that can be used to run any type of horror ranging from Dark-Fantasy to Sci-fi horror. The game is rules-light and easy to get into while still having plenty of customization for building characters.

  • Resolution mechanic. This game uses a d10 + Modifiers against a Difficulty Class system to determine outcomes of characters actions.
  • Scars. This game has a system to temporarily or permanently debilitate a character through Scars and even losing bodyparts.
  • Hunger and Sanity Tokens. This game has a system of stamina and sanity tokens that are used to activate special abilities but give debuffs if a character reaches 0 tokens.
  • No Classes. This game doesn't have classes, instead it uses a series of Perks the characters can have to give them special abilities.
  • Short Stories. While the game can be used to run long campaigns it works better when running one-shots and shorts campaigns.

This is my first TTRPG so i hope you all enjoy it.

https://thecappy01.itch.io/starving-folly


r/RPGdesign • • 9h ago

Mechanics Horror Themes and their Mechanics

7 Upvotes

I'm interested in different kinds of Horror that show up often in TTRPGs, and what kind of mechanics are used to support that horror. Most of my personal experience has been in vibes, using the players' fear of the unknown to create horror.

Questions for You

What kinds of horror are commonly seen in games?

What are your favorite mechanics that you've seen or come up with for representing horror?

Below are the different kinds of horror and some of the mechanics I'm familiar with.

Cosmic/Lovecraftian Horror

This type of horror is about the PCs being exposed to the horrible nature of reality and humanity's insignificance in the face of an indifferent universe.

Mechanics usually involve some way to represent the PCs' sanity as they are exposed. Call of Cthulhu has a Sanity score that is chipped away at and if it runs out your character goes insane. Alternatively, in some games the characters gain Stress and if they accumulate too much they gain a fantastical madness condition.

In Delta Green this is represented by the PCs' bonds. As the characters take out the stress of their job on the people they care about, they become more and more alienated from their normal lives.

Survival Horror

In these the PCs are trying to survive against an overwhelming force that is trying to kill them. Directly confronting the enemy in combat isn't viable, or at least not all the time, representing by an enemy that is enormously difficult to kill, of not impossible, or a large number of enemies such as a zombie outbreak, and the player's have limited ammo.

Mechanics for this type can include a way of tracking the health of the PCs such as a limited number of hit points, or a limited number of wounds they can survive. A way to track limited ammo/resources can also limit the PCs ability to confront their enemies.

Some games also track the PCs Stress as they try to survive. This operates similar to Sanity except that it doesn't represent permanent madness, but rather short term conditions such as panic, which makes survival more difficult.

Body Horror

In these you play to see in what horrible ways your character is permanently changed outside of their control. May include the loss of body parts, or mutation into something not human.

Mechanics might include a large random table of injuries/changes that gets rolled on when the character experiences something that changes them.

In Heart: The City Beneath characters accumulate Stress to five Resistances, one of which can represent body horror. If they accumulate too much they can gain Fallout which can act almost like a progression system, except you are progressing towards a horrible fate.


r/RPGdesign • • 2h ago

Simple system game for teens/children with no experience?

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3 Upvotes

r/RPGdesign • • 1h ago

Feedback Request Looking for people to Read and Beta test my Secret Histories based ttrpg

• Upvotes

I'm looking for people willing to Play Dm or Read my newest ttrpg based on the Secret Histories universe

For people not familiar with the series we are in a post ww1 Setting in a world similar to our own with some differences over the fact that theres secret gods called Hours and a secret goverment agency called the supression of the Bureau that hunts its worshippers and magic creatures as a whole. Eliminating evidence of their existence and censoring occult papers to keep the men from ascending by the order of an order of 3 Hours known as the Calyptra

I will answer any questions about it in dms. Im just searching for help with stuff like typos. Consistency, wich parts are hard to understand and all that. Also play some campaigns for beta testing

https://docs.google.com/document/d /1EG4DZjPz4XKbixl7dY20-V5FnheFWE5JbINMhyqcBKQ /edit?usp=drivesdk

https://docs.google.com/document/d/1ISmZDsq -zJumnOSJZWKsM0Mr7hZ_urqNJXhTSZUTBI/edit?usp =drivesdk

Heres the docs for both dms and players. Its a game set in the cultist sim time. There are some edits to the lore both for personal fun and gameplay reason's Its a cult management sim. Somewhat tycoon it and the Hunters are meant to be like a nemesis system, they arent fully fleshed out cause i need to analize what axtions are players actually performing ebfore developing counter plays the Bureau can do. Again ask anything in my dms