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I enjoyed listening to the video. 

It conveys how the system supports a pretty grounded low fantasy setting where physics, strategy and relationships matter without randomizers like dice.

Interested in seeing where this goes and how it develops.

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Casting an editorial eye over the rules, the Sub-Attributes aren't clearly labelled in the text with the Attributes that they belong to.

You probably know it inside out as the designer and it may seem obvious to you.  

However, this might be someone's first TTRPG or they might be a casual player not used to working out those sort of details for themselves.

That said, I see that the Character Sheet has that info.

Also a well laid out Mechanics Quick Reference or GM Screen would be really handy.  That would also be an excellent place to make sure that the Sub-Attributes are properly tagged with their corresponding Attributes.

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Heard! I appreciate the feedback. Reading over it again I also found ranged combat lacked a proper explanation, so I'll be sure to make sub-attributes more clear. A quick reference of some kind sound great too! I'll look into making one

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I love that the Awoken are Weirdness Magnets, perfect excuse for the GM to throw the most bizarre stuff at the PCs!

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Yes!! One of my favorite little details that helps deepen immersion during play, even as things get super weird 

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Thanks for the comments! Sorry it took so long to reply, I don't have a habit of checking the page. Slowly working on getting art and everything for the full version as a mini update