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TTRPG Concept
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Indigo Bomber
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Post#1  Posted: Sat Sep 20, 2025 6:27 pm  Reply with quote + 
I'm guessing this is the right place to post this.

So my game designer brain couldn't leave well enough alone and forced me to write a short idea for a Bomberman TTRPG :shifty: 

Decided to make it publicly editable, so if anyone wants to add or change stuff (or just sabotage it :laugh:  I don't mind) have at it:

https://docs.google.com/document/d/1RYPaekMoQPuqAGtA4UCPkzFzHWwOwQA6f5wHangtP9A/edit?usp=sharing

It's only a few pages because I didn't put in anything detailed or specific.
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Altair
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Post#2  Posted: Sun Sep 21, 2025 6:27 am  Reply with quote + 
The Bomb Cart for Revenge is chef's kiss. Bringing back Charaboms for fighting and collecting is also cool. I also really like the idea of the custom parts, I already have a few ideas in my head for low tier to high tier suits. 🎊

I guess what I'm really curious about is how turns will work though.
With the boots and the bomb laying, like, how much will it take to escape the bomb and how long before it detonates, where they're positioned, if you can throw or kick them... Etc.
Movement shoes will definitely be key.

:happy: 
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Indigo Bomber
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Post#3  Posted: Sun Sep 21, 2025 12:57 pm  Reply with quote + 
Right. That's one of the things I don't have clear in my head yet. In the maze-battles it's just like the classic games. In exploration, that needs to be figured out.
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Indigo Bomber
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Post#4  Posted: Sun Sep 28, 2025 8:19 pm  Reply with quote + 
It took a while, but I decided movement would just work more or less the same way all the time. Characters can move a certain amount of distance in one move, and can move a number of times decided by their movement level.

I tried to work it so they'd be able to get clear of their own bombs easily, though the way I made it, a fast character can just zoom all over the place.

Maybe balance it by having one action per character at a time until everyone's used their actions in the current round, or something? :perplex: 

Since players can kick and throw from the start, they should be able to avoid blowing themselves up. Positioning themselves and each other's bombs becomes part of the puzzle solving process. I kinda like how the stronger a character gets, the more they can do, but the more they have to think as well.

Anyway, I added the Movement paragraph under Campaigns and Gameplay, so if anyone has something better go ahead and just change it. And unregistered guests, that includes you! Go nuts with it. :veryhappy:  I don't plan on making a full ruleset, I'd much rather see other fans come together and have fun with it.
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Indigo Bomber
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Post#5  Posted: Sun Feb 01, 2026 12:35 am  Reply with quote + 
Ahh, finally had a bit of time motivation to do a bit of revision and addition to the idea doc. :happy:  If anyone's interested, give it a look here:

https://docs.google.com/document/d/1RYPaekMoQPuqAGtA4UCPkzFzHWwOwQA6f5wHangtP9A/edit?tab=t.0#heading=h.37hi6u3f95qx

Maybe as time goes on, bit by bit, I'll expand and refine it until it's fully playable, but for now it's just a springboard for interested fans to use as a base.
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Indigo Bomber
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Post#6  Posted: Sat Feb 21, 2026 8:27 pm  Reply with quote + 
Wheeew, just did another big update and expansion to the rules. It's now an entire whopping... 14 pages :oops: 

I actually think it's almost in the playable alpha stage--ah, wait, I still need to explain how to fully conduct turns, and how towns and shops and stuff work. Dang it :frustrate: 

Anyway, here's the link again:
https://docs.google.com/document/d/1RYPaekMoQPuqAGtA4UCPkzFzHWwOwQA6f5wHangtP9A/edit?usp=sharing

And a reminder that anyone should be able to edit and add to it with their own input, ideas, and corrections.

(I'd be surprised if anyone on planet Earth wants to play this when we have actual Bomberman video games. I know I'd go for the video games over this :embarrass:  )
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