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Thank you for the kind words! I'm really glad that the in-world lore presentation didn't come off as too heavy-handed, I wanted to be a bit ambiguous and leave room for people to interpret the fuzzy ideas present for the setting in their own way.

As far as the weapons go there definitely could have been a few more "weird" weapons thrown in for good measure. I really wanted to focus on content available and ended up hitting a bit of a wall with my own personal requirement of wanting art for every single weapon present, so I admittedly didn't get too wild with my ideas because of the time spent editing the photos I was using as bases.

Part of it is also how I just like to stat and run weapons in my games. I don't really like writing special abilities for weapons that are more than one or two lines, like as soon as they involve mechanics more than a Save roll or Skill test, it just seems like too much for me and something a Warden could reasonably infer the weapon could do narratively. A lot of these were written as cheap alternatives for players who are too broke to afford anything else and I didn't want to make them too appealing compared to the alternatives in the PSG, but there definitely needed to be more weapons that stand out more in retrospect.