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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-