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myD&D

@mydnd / mydnd.tumblr.com

a D&D, tabletop, fantasy art blog.

Another Take on a Zelda TTRPG

The brain goblin is at it again, and now I find myself revisiting the Zelda TTRPG I made and ran as a small campaign for my friends a few years back.

This time I redesigned the sheet around a horizontal character sheet mainly used to track Hearts, attributes, stamina, armor, weapons, and inventory. Instead of putting every ability on the sheet itself, characters are built by choosing a Background, a Heroic Path, and a Tribe. Each one comes with a bookmark-style card that you arrange around the character sheet, as seen in the image, with the available abilities printed directly on it.

So a Hylian Farmer who became a Soldier is a completely plausible character, which feels in line with the humble beginnings of almost every Link in the series.

Equipment and gear would work the same way. Armor, shields, weapons, and special items all have their own cards with their attributes, tags, durability, and rules, so players can track what they have visually without crowding the main sheet.

Hopefully this will satiate the brain goblin for now.

i don't really know where else to post this, so i'm just dropping it here. this is a character sheet i made a few days ago for a would-be d20 Chrono Trigger ttrpg that i know i'll never actually finish. The game's been on my mind again lately, so sharing this feels like a small way to daydream about what it might've been like to play in that world.

I've been agonizing over my ttrpg design for awhile and my sheet I'm making is fairly ugly since it is all in excel atm . I'm fairly on the rules heavy but mechanically overall simple system I'm making but since I like tracking things it has been a nightmare to make something I'm happy with.

Seeing that sheet sorta helps justify the fact mine isn't perfect, ever. It won't be. The game isn't always for everyone but you can try your best and be creative. It isn't the end of the world if what I am making hasn't been polished yet. But I'm making it.

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You're right, what you're making doesn't have to be perfect, and the fact that you're actively creating it is already an incredible achievement.

If you want to learn how to make great character sheets, i sugges starting by looking at how others do it. Gather examples from a variety of TTRPGs, from simple systems to complex ones, and think about how the layout works. Ask yourself stuff like: Why did they put this here? Is it easy to read during gameplay? What's the most important info, and how do they highlight it?

Pay attention to how they use space, fonts, and sections to balance clarity and style. Look for features you like, like how D&D tracks spell slots or how Blades in the Dark shows stress, and adapt them to fit your game.

Last but not least, take your time doing it, experiment, and make as many changes as you need. Just look at how many versions I did just for one game:

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Figure I'll throw my D&D 5E critique into the ring:

D&D, as discussed a lot in indie spheres on this site, isn't as simple of a game to learn as many people like to claim it is. It's only viewed as good for beginners because of WotC's and Hasbro's dominance over the TTRPG market making D&D 5E the most prevalent roleplaying game currently on the market.

The actual rules are rather complex to learn as a beginner, and are much more suited as someone's second or third game to learn rather than first. And... I don't think it's a GOOD form of complex.

D&D 5E feels complex in the sense that the system is bloated. Bloated with ideas from past editions that it doesn't fully understand, and hence doesn't know how to adapt and modify. This is different form a *good* form of complexity, which is a complexity that has been designed with game design intention and where the systems involved in the game work well together without being neglected.

My favourite current example of this is actually the system I'm currently working with for my module, @anim-ttrpgs's Eureka! Investigative Urban Fantasy (currently with a beta up on itchio).

Eureka, in comparison to D&D 5E, has a very cohesive idea of what it wants to achieve with combat, making the complexity that it does have feel very good to use, both from a player and GM standpoint. It aims for verisimilitude, it aims for something lethal and hard-hitting, and it achieves both of these very well, because it is very clear in its intention through its design and doesn't neglect its systems. The systems involved all have a purpose, and are not forgotten by the game they're in.

I dunno, working in Eureka has just got me thinking about this a lot. I'm someone who used to say I didn't like combat in TTRPGs back when I only played D&D, and now I find myself loving it and loving designing with it in mind because of systems like Eureka - and I think it comes down to that bloat. All the mechanics each D&D class has that remain from previous editions that don't seem cohesive with other classes. The seemingly unintentional imbalance between the martial and caster classes. The way D&D encounter design works. How various secondary systems in the game left behind from earlier editions - encumbrance, foraging, travel, light, resource management - exist but don't matter.

D&D 5E is bloated with misunderstood and poorly applied echoes of past editions, and left so by a team and publisher that seems to ignore game design in favour of what the investors and sales tell them. Which is quite a sorry look for the most prominent game on the market to have.

I completely agree with you. I have a friend who wanted to start playing D&D again. She had some experience with the 3rd and mainly the 4th editions. I mentioned that the 5th edition is a bit more complex, which made her skeptical about its difficulty. She chose to play as a wizard, which I warned is one of the tougher classes. Nevertheless, she was determined, so I challenged her to create a first-level wizard with help from me or anyone else she needed. If she succeeded, I promised to run an adventure for the group. When I saw her a week later, I asked how her character creation was going and why she hadn't asked for help. She just gave me a frustrated look and said, "I don't get spell slots, spells known, and prepared spells." I nodded and said "and that is why you only hear me talking about fighters, rogues, barbarians and monks. I only play classes that do NOT have spellcasting."

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Hi! I just wanted to say that you did great on the Zelda RPG.

If you wanted help with the Mario RPG, I'd always be down to lend a hand. I've always thought a Mario RPG would be cool and I'm glad that someone's making it.

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Thank you very much!

I will definitely need feedback once I publish it. Luckily, this time around I am doing it as a google sites instead of a PDF. That way I can add and change content without having to worry about breaking the layout as it often happens with pdf design. It won't be as pretty as the one for Zelda, but it will be easier.

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records of planet green 🌍 to walk a patchwork world

The ground beneath your feet moves in liquid-like patterns. The horizon slides through the landscape, and the mountains breathe, and even cities slide through the earth. This is a chaotic and connected planet. Something violent and yet, fragile. Here we observe the cycle of life and death - the rythm of living things, and the layers of this planet. This is a reincarneted world, in which civilization keeps going on the rubble of a magical war. Everything's changed. The world won't ever be the same again, as a river never flows the same way twice.

Thus, in order to thrive, it's the challenge of all living beings to embrace constant change.

To also never be the same again.