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Prisonclown

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A member registered Dec 27, 2016

Recent community posts

"Pushes the bounds of what graphics can be" - Digital Foundry
"10/10" - IGN
"7/10 - a masterpiece" - Edge
"chat you gotta buy this" - Markiplier
"******" - PewdiePie

I had a chance to run this over the weekend. This has a lot of what I like in a one-page but there are a few things that I don't love and maybe need clarification on.
1. Since all aspects start at 2, characters don't feel like the specialize in anything. I get the inspiration from Roll for Shoes, but over the course of our 3 hour one-shot, no one leveled up. I would probably let players distribute points how they like.

2. Risk dice and offered danger just seem like a bad investment if you're trying to succeed, but I haven't checked the math on these.

3. New aspects start at 1, but the risk dice section says they start at 0.

4. I am not sure what "The goal and the danger are the same, but separate" means for the purpose of play. If you apply a success to the goal of avoiding the danger, it is weird to say that you still need another success to "avoid the danger." I was running this as "yes, but something else unfortunate happens."

5. Love the Babble Lore move! Would like to see a supplement with more standard moves.

6. Regarding Gear vs Items, I imagine that whenever the players need to pull out some gear, it turns into an item. One of my players obtained a sword via plot reasons and made the case that he should get another D8, which felt right, but I reckon that's not the intent of items as designed. How would you represent the increased combat effectiveness of a sword vs being unarmed?

Hope you are doing ok in these weird times

Great news.