Seconding everyone else, the tone and setting are fantastic. I love this kind of, like, urban mundane supernatural integration. I personally prefer having even just a little extra mechanical depth — something to represent different characters' capabilities on some level — but I do love that rolling low is the desirable option, and that there's no codified success or failure, just deciding who narrates. As far as minimalist games go, that feels really elegant.
And thanks for introducing me to the concepts of high- and low-trust RPGs! Haven't seen that terminology before.
Super fun read! Both the humour and the vague hints of detail are spot-on! Unsurprisingly I haven't had a chance to read it yet, but it seems like it would be a fun and exercise in collaborative storytelling!
Also regarding the mention of safety tools, I don't really personally see that as a weakness. As you mentioned, it would be impractical to include an actual safety tool, and I don't think referencing them hurts the document in any way.
What can I say, a nice game with simple mechanics and interesting lore. However, something I need to point out is “That’s a Bit Much”™ Rule, theoretically not a new idea, but thus presented would be useful for most full-blown RPGs.
I think the idea is solid and love the "that's too much rule" but the tone feels off to me--can't put my finger on why. While the rules are light--leaving me little to talk about--I would like to bring up a few things I noticed: the reliance on google and the angel types.
We all know how to google, yes. But telling your players to google something kinda does the idea of a two-page rpg a disservice. If I have to google things to understand something in your game, then there is a failure in the document to fully explain the issue. Relying on google to fill in the gaps feels wrong.
And the angel types would honestly be fine--maybe a bit problematic, but fine--if not for the inclusion of Cenobites. Cenobites are fictional creatures from a Hell Dimension of Clive Barker's design. How this presents an issue is the second someone googles them, it dramatically shifts the tone from demons trying to escape from angels, to demons trying to escape from demons.
That makes sense; I just had the vision of cenobites in my mind when thinking about the angels so decided that's something they could look like :). Regarding safety tools, I suppose I could try to include actual safety tools, but I don't feel qualified to come up with my own, and to not do them a disservice would probably take up a whole page at least, so I decided to defer to people who actually know what they're doing, and I assume people can find the right stuff.
Oh, also, I was trying to figure out what would be problematic and so the only word that seemed like it might be was statuesque, which I just found out has other connotations than "looking like a statue." I'll change that to statue-like.
First off the tone of this game is GOLD. I don't even care if I play it, I just want to read it. Write a book.
The rules are about as light as they get, so I don't have a ton to say, but I do like the prompts for players describing things are great and the "That's a bit much" rule is desperately needed in games like these. Nice work.
Finally, a game that lets me roleplay my righteous comeuppance for torrenting. Seriously though, I like the "that's a bit much" rule. It codifies the table conversation for newbies. Cool.
Comments
Seconding everyone else, the tone and setting are fantastic. I love this kind of, like, urban mundane supernatural integration. I personally prefer having even just a little extra mechanical depth — something to represent different characters' capabilities on some level — but I do love that rolling low is the desirable option, and that there's no codified success or failure, just deciding who narrates. As far as minimalist games go, that feels really elegant.
And thanks for introducing me to the concepts of high- and low-trust RPGs! Haven't seen that terminology before.
Super fun read! Both the humour and the vague hints of detail are spot-on! Unsurprisingly I haven't had a chance to read it yet, but it seems like it would be a fun and exercise in collaborative storytelling!
Also regarding the mention of safety tools, I don't really personally see that as a weakness. As you mentioned, it would be impractical to include an actual safety tool, and I don't think referencing them hurts the document in any way.
What can I say, a nice game with simple mechanics and interesting lore.
However, something I need to point out is “That’s a Bit Much”™ Rule, theoretically not a new idea, but thus presented would be useful for most full-blown RPGs.
I think the idea is solid and love the "that's too much rule" but the tone feels off to me--can't put my finger on why. While the rules are light--leaving me little to talk about--I would like to bring up a few things I noticed: the reliance on google and the angel types.
We all know how to google, yes. But telling your players to google something kinda does the idea of a two-page rpg a disservice. If I have to google things to understand something in your game, then there is a failure in the document to fully explain the issue. Relying on google to fill in the gaps feels wrong.
And the angel types would honestly be fine--maybe a bit problematic, but fine--if not for the inclusion of Cenobites. Cenobites are fictional creatures from a Hell Dimension of Clive Barker's design. How this presents an issue is the second someone googles them, it dramatically shifts the tone from demons trying to escape from angels, to demons trying to escape from demons.
That makes sense; I just had the vision of cenobites in my mind when thinking about the angels so decided that's something they could look like :). Regarding safety tools, I suppose I could try to include actual safety tools, but I don't feel qualified to come up with my own, and to not do them a disservice would probably take up a whole page at least, so I decided to defer to people who actually know what they're doing, and I assume people can find the right stuff.
Oh, also, I was trying to figure out what would be problematic and so the only word that seemed like it might be was statuesque, which I just found out has other connotations than "looking like a statue." I'll change that to statue-like.
First off the tone of this game is GOLD. I don't even care if I play it, I just want to read it. Write a book.
The rules are about as light as they get, so I don't have a ton to say, but I do like the prompts for players describing things are great and the "That's a bit much" rule is desperately needed in games like these. Nice work.
Finally, a game that lets me roleplay my righteous comeuppance for torrenting. Seriously though, I like the "that's a bit much" rule. It codifies the table conversation for newbies. Cool.