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It might help if I knew what effects each personality, virtue, and flaw haves at the start.

I've gone back and forth on showing those during creation, I guess I might add that next update.

If you’re going to try demanding high execution and threatening high lethality from the get-go, you need to give your players better insight into mechanics from the get-go as well, because you have chosen to set the floor higher, most RPGs derive complexity from nuances in skill choice You also should consider the very real risk of your demands reducing engagement by stifling variety

very well put.

I did implement descriptions in character creation by now, if you're curious.