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I actually stumbled on this while browsing elderly Reddit RPG design threads, and fell down a magical rabbit hole

I do wonder if having four depletable defences might prove a bit much in actual play but on a gut level it feels pretty manageable: I suppose it's really no different from, say, attribute damage in other systems, and it seems a pretty integral mechanic (in terms of someone being forced to sacrifice something even on a relative "miss", I love glancing blows/graze mechanics)

But put short, I'd love to play this and see if it's as good in practice as it is on the page! What a great system, and a solid setting to boot

Why thank you! From my perspective, the variable defenses are indeed pretty key. But it is admittedly a lot to track (especially for the Guide running NPCs). 

I'm working on a new edition that keeps the variable defenses but streamlines a lot of the other gameplay elements. If you're interested in playing and don't mind being a guinea pig for the new rules, I'll be running a few one-shot adventures for new players soon, so don't be a stranger!