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(+2)

This is a really great product! I'm 5 session in to a new campaign using them and it's working out great so far. Also, I really appreciate the design notes both as a play aid and just genera interest reading.

I do have a couple of questions about how the Seeder is intended to play. First: is the "mine" tag intended to imply that the mines do not arm until the end of the seeder's turn, like player mine systems? Or is it intended that a Seeder can toss out a mine and immediately gravity gun pull someone to detonate it with their second action?

(Doing it with just one mine feels pretty fair and I don't particularly mind; Speed Deployer would appear to allow you to drop three mines in an arc and then pull someone into the middle to detonate all three immediately, which is pretty nuts; I've instinctively forced myself to space the mines out to cover more ground instead of concentrating them this way)

(+1)

Yes, the Mine tag means Seeder mines work exactly as they do in the description of that tag in the gear section in all respects, including the necessary arming time. Seeder mines arm at the end of the Seeder's turn, so you can't immediately deploy one and knock someone into it, same as a PC can't do that. One of the main goals for the Seeder rebake in particular is that mines should work the same on both sides of the screen rather than having a bunch of weird exceptions that everyone has to juggle in their heads.