My aims for this was that the game be fast, easy and with la low barrier to entry. It is a lot easier to get various kinds of dice, but I kept it to d6 and without any special dice needed.
Some wargames experience informed my choice of pass/fail for a certain number. There are other RPGs out there that are similar, but that was my influence.
To keep it simple, it needs a GM who can work on the fly,vand players who can trust their GM, each other and work in that kind of game. If I tried to nail down every factor and eventuality, it would be a much different, and longer game.
You can see that in the Chase mechanics, the crunchiest of the game's rules. Although conceptually simple, trying to account from a scale from foot to Starfighter adds complexity. This is definitely one of those sections that, if you don't like it, you should leave it alone.
Despite the Chase, I hope the game is modular, expandable and, more importantly, fun
I plan to do more in the short term. A Player's version, just the rules (minus the chase rules) and the character sheet, and an expansion of characters, creatures and a Noir style.
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