Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(1 edit)

Hey, thanks for the notes, let me try to run through them in order:

- Vice: This is used when a PC takes the "I need a..." line. The next version will include a table for Vices so you can roll one randomly.

- Equipment: Currently, there's no starting equipment. I'm doing some work to re-tool how equipment works, but I'm thinking random loadouts (like Mothership) might be a nice solution. Equipment is mostly narrative, so maybe having the Really Cool Sunglasses could give you +1d when impressing someone, and having a shotgun would give you +1d when blasting open a door. It's pretty loose, so the Director is going to have to make some calls around items.

- Fighting: Anything violent or dangerous is a Rage Roll. If a single roll is too quick for the scenario (a boss fight, a big group brawl), you should use a Complex Task to see who wins the fight.

- Sounds like I should clarify some terms in the book. In some places, a single game (most likely one session) is referred to as an Episode. This is mostly for fun/flavor, but maybe that's unclear. Each Episode (or session) is divided into three structured Acts.

Odd Jobs can come up in any of the three acts — I'd recommend running an Odd Job as a Complex Task. So, make a few rolls in quick succession and see how it goes. Think of it as a montage scene in an action movie. This will be explicitly spelled out in the next version.

For running the game, the best advice I can give is to trust your players to drive the story. In this game, the Director has very little control of the plot—your main job is to control the pacing. Keep it moving, throw in complications whenever you can, and just let the chaos unfold. I'll be adding a more robust "Advice for Directors" section down the road, but I hope that helps.

Last things: Lines vs lines is a little weird—"lines" as a safety tool is very well established, but I'm having a hard time thinking of a better term for the "Lines" game mechanic, let me know if you have one. I'm debating going to an all d6 system, which would make +1d clearer since there's only one dice type.

If you are thinking of playing it, I'm putting together a new version hopefully by the end of the week

(+1)

Thank you for your reply! That was very helpful to understand more things about game.

- Vice: Now clear, i didn't marge both mechanics (because Vices pop-up in 2 different moments of rule book)

- Equipment: I'll probably use an idea from other OSR/NSRs (the first time I encountered this was in the NUMA RPG), where players at the start draw some personal item that will give their character some flavor (your father's Vietnam watch that an army buddy brought you one day while watching cartoons or a guitar case that can also serve as a gun case). They are not powerful, but players can make good situational use of them

- Fighting: That's clear.

And as for the advice of running a session - I think it fits into the entry, that currently the game is such a chaotic collection of ideas, which should ultimately give away just pulp action cinema (something from playtest log)

Lines vs lines - During reading, I noted possible name of things - for "lines" as main mechanic, I have "Catchphrase", but I not sure if that fits your idea.

Dices - i think this is also good idea, you can easily replace 1d10 by 2d12 (adding one records to table, because you have results from 2 do 12) and you have a pure d6 system.

Good to know that a new version is on the way - I'll definitely take a peek when it comes out. Again, glad I came across the project and keeping my fingers crossed.