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Hi! Really like this, I haven't read DA/DA, but everything is so evocative and is presented and written in a way that gives a sense of direction such that I think I could run it anyway. The "you also play as" playbooks is the only part that stumps me, but it seems easy enough to houserule how to integrate them.

One nitpick on formatting, the Rouge playbook presents the "Lure" and "Ask Other Players" sections in the opposite order compared to all other playbooks. Or is this some piece of meta commentary on Rouges? :P

My favourite part was the Fighter playbook. The idea that their weapon could be something like "words that cut like knives" or "the force of [their] reputation" gave me a whole new way of perceiving the class.

Thanks for the great game!

(+1)

thanks so much! the setting elements (the "you also play as" stuff) is basically a set of little guides for proto-gming, if that makes sense. like, you can use them to decide stuff about your world, and then when people are in scenes that involves those aspects of the world, someone not in the scene can pick it up and "play as" that element in the scene. i'll write more detailed stuff about it in the updated version.

thanks for the tip about the rogue, i'll fix that for the next version too! unless, of course, i can think of a good bs meta-commentary thing. i'll get back to you on that.

thanks so much about the fighter thing, that's one of my favorite bits too! the fighter was the second playbook i wrote after paladin, so writing that weapons section was kind of what made me realize that i could turn my idea into a whole game.