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Right off the bat, I'm getting Mardi Gras vibes haha. But I love the use of color. Had a few thoughts while reading:
1. This premise is great! Forcing the players to help a bumbling NPC is one of my favorite things to do.
2. For the Rufus section, I think it's great that all your tables are linked into these long sentences. Just adds to the mad-cap-ness of this adventure.
3. EDIT: The base difficulty ends up being 55% with a difficulty of 5 for 2d6! Did my maths wrong in the first place. This seems much more even that I initially thought haha.
4. Having the Resolve is a nice design. Especially, given how punishing the dice are. I would toss the permanent elimination... a bit too punishing.
5. The Telling the Tale section is great and full of flavor. From that table alone, I understand how to run this game.
Overall, nice job! Seems like a fun jaunt with a bunch of fools.
Thanks for the feedback!
I usually go for more conservative color combinations, but I thought this would be a good opportunity to experiment with something a bit different. I've never tried a triadic color scheme before, and in retrospect I should probably have made more use of orange, but I'm still pleased with the way it turned out.
Regarding the base difficulty of 5, note that players usually roll 2 dice and keep the highest, giving them a 55.56% chance of success -- or a 75% chance of success if they consider the task important enough to spend karma on (this decision in made retroactively, so you never need to "waste" karma in situations where it has no impact).
You only roll 1 die for actions that fall completely outside the scope of your calling, and even then you'd still have the option of using karma. This represents the equivalent of unskilled rolls in more traditional RPGs.
No no! The wild colors were a nice change of pace. Totally gave me the vibe of a comedy fantasy novel.
And I revised my original feedback. I just missed something in the first reading of it.