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I am very glad to see that you have Schema under development and I gladly paid the few dollars for the new one here at itch.io, even if had the old one in my drivethrurpg library. I was going to ask a bunch of questions, but you already handled them when alpha turned into beta (for example I  was interested in exp system).

Now, I do have a few things I would like to ask. Here they are:

1. Are you planning on making an example or two about the cues? I *think* that I got it, but I would like to make sure of it through examples

2. Have you playtested yet the skill/field combination? I currently feel that The broader fields would be easier to see with a quick glance on the sheet, and then check which specific skills get the full amount of bonus dice. Have not tested it in a game yet though.

3. You propose using troubles in conditions that reach the cap, which is 3 at the moment. Still it seems that when you talk about conditions relating to health/permission to stay active in the scene like "hurt" or "injured" the first condition does not seem to get a trouble, even when taken all the way to 3.

Is this intentional, if so why? To me it would feel intuitive, if the penalty currently attributed to the second similar condition (for example taking injured after taking hurt 3) would rather be included to getting Hurt 3. That way all the conditions work in similar manner.

All in all, I like this game engine very much, hopefully these comments are something helpful rather than hindering.

-Thor-

1) Well, I am *now.*   But yeah, examples there would likely be good.

2) I have, but not with that specific wording and layout.  I feel like an adjustment to the character sheet to link up skills in the same field might be called for, or similar.

3) That's....  Actually, looking at it, I need to clarify.  In my head and play, the concept is that *standalone* conditions generally pick up trouble at three, while clustered ones tend to pick it up as you go from one condition to the next (though neither is a fixed rule).

Thank you for the reply. I got one more question:

You propose in the rules that negative conditions are used to add dangers to a roll, up to the level of the condition (which is capped at three). Has this caused a death spiral or similar in situations where multiple rolls might be used in the same scene, like combat in most systems? 

Like the example of the rat things in the sewers, where the character takes Hurt 2 and Red fever 1. The character would be up to 1-2 extra dangers per next rolls, depending on if Hurt 2 is meant for that rule or not. Thus same kind of a roll a while later would have 4-5 dangers, which feels... well, dangerous 😁.

I have understood from the way you write things, that these rules are a bit like modules the GM can use or not, depending on the style of the game, but trying to get more insight.

By the way, is this the channel you want to get feedback? Would email be more suitable?

-Thor-