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Firemartials of Dolmar's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Did it build on the Havoc Engine and add interesting stuff? | #9 | 4.000 | 4.000 |
| Overall | #17 | 4.000 | 4.000 |
| Did it make good use of the Havoc Engine? | #20 | 4.000 | 4.000 |
| Does the game seem fun to play? | #24 | 4.000 | 4.000 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous.
- There is genuine joy in this game, and that came through most strongly in the characters. +++ for Flashbackdrafts, both the name and the execution: those prompts are great.
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Comments
For starters, I am absolutely delighted by the "brief history of the fire engine" oh my goodness.
I don't know if you were going for Discworld but that's what I'm getting from the setting, which is a compliment from my perspective and I hope from yours. Actually I think you might have a book/story in here too if you wanted!
Character sheets are wonderfully done! I love how much personality is just in the poses alone, so many props to your artist, wow. And the sheets aren't overwhelming, which two page ones can easily be.
It's interesting that you give the disclaimer early on that people need to be familiar with games already because you've done a really great job at breaking things way down to be very accessible to new gamers. The scene by scene breakdown I can see being especially great for new GMs! I'm picturing handing this off to a determined teen or young adult to host at a family gathering because they're really into Dimension 20 and want a starting point.
Flashbackdrafts are such a solid pun on top of being a great way to allow rerolls.
I had two suggestions and both feel like nitpicks with how much time you've put into this:
I would love to see what your vision for the fire engines actually looks like! Unless I missed it somewhere I don't think any of the wonderful illustrations featured the actual Lexie in full and I feel like it would really add to it, though I understand something that complex is a lot to ask of an artist.
I know this feels like a wild thing to say about a 56 page document but I do feel like the text needs more room to breathe in some places, especially in the earlier pages - all of Safety on its own page, all of Characters on its own page, etc.
Basically I just feel this is a really great, really thought out game and just another pass of polish could make it perfect! This is definitely going in my "to play" pile.
First of all, I don't know how long the setting has been brewing or if you've ever used it before, but this is a Havoc Engine adventure that basically has an entire campaign setting book strapped to it. I think that's really impressive for a game jam. Even if this is a setting that you've had predeveloped, it's really tough to slot in a specific engine and feel like the game mechanics reinforce the setting and premise. Speaking of premise, I'm in love with wizard city fire fighters. I saw your comment below about postal workers and I also feel like a Kiki's delivery service flavored game about postal workers could have worked really well in this setting too.
As I go through the doc, I'll be taking some intermittent notes below. I'll try to wrap it all up into a cohesive review at the end. But the big thing I'm looking for is: does the game reinforce the setting and vice versa. As much as I appreciate the world building, Havoc Engine games are often not designed to be played for more than a few sessions. However, I could really see the appeal if someone were playing a different game in the city and wanted to have a short interlude as firefighters in the same city. Sort of like how firefighter shows will have crossover episodes with cop shows / medical shows / etc.
The first thing mechanically that I want to comment on is the decision to tie the attributes to how successes get spent during success allocation. It's a decision that I'm not sure how I feel about until I play, but in general, I think is fine. It's definitely a way to help ensure players are picking the right attribute for the scene they're narrating & I can see it helping to increase narrative cohesion what the player says they're doing and where their successes go. However, I often tend to get frustrated with systems designed to remove player decision making. This one seems relatively minor though, so I'm willing to give it a shot.
I don't love the resource being named Elemental Power. I just feel like there's something catchier and thematic that could be used. Some abilities are themed toward elemental energy, but most of them aren't. To me, most of them feel themed around a character's internal will to continue doing hard stuff. I think I'd prefer a name that's punchier and more thematic. The first thing to pop into my head is something like Moxie, Courage, Sacrifice, Control, Calm, etc. The alternative could also be to rewrite some of the abilities to be more thematically linked to the elemental nature of the characters, but even then, I think something a little punchier would have more flavor.
I'll point to Heroism as a perfect foil to Elemental Power. Heroism feels exactly like what I think Elemental Power could be. The name is punchy. It fits the theme of completing secondary objectives, which often means taking more risk than just focusing on the main objective. And it gives you the ability to dig deep and try again if you have a dice roll that just isn't going to cut it.
I feel like the difference between Fire Threat and Fire Damage feels sort of contrived. It feels like the damage done by a fire is about half of the threat it poses. The threat it poses can be reduced with successes and the damage can be mitigated with successes. It seems like you've taken out the GM dice rolling to reduce crunch, but what was left was a harder system to understand. I think it could be handled one of two ways:
The second option has less rolling for the DM, but there's math involved. I think it's a little bit cleaner than the way it's explained on Page 12 though. Also, I do like how the threat goes up by 1 every turn to reflect that fire wants to grow. In the same vein has my comments on Elemental Power. I think Harm Mitigation could use a punchier name to sell the fiction a little better.
Note: I wrote a lot of this out before reading the Sample turn at the end. I think I'm not really understanding how damage works. So the fire does roll its threat. When it succeeds, it deals damage. It appears that maybe the damage stat is the # of damage it does for each success? That feels overwhelmingly strong if it is. It also appears that players need to put points into Harm Mitigation before they know how much damage the threats will do. While I do like the risk/reward behind that, I also feel like it could dramatically slow progress if a group spends way too many of their successes in Harm Mitigation. That makes it take a lot more turns to complete objectives and slows the game down a ton, with no realy way for the GM to interract with it. I feel like Threat damage should definitely be rolled at the beginning of a round, so it can be reduced by each player as they wish. It may make the story feel a little more predictable, but I think it'll definitely let the players feel like they were given a chance in the event that they are killed by a threat.
I do really like the Environmental effects table. This is a really great way to marry the fiction and the mechanics.
I really like the two types of harm and how they impact the characters. No notes.
I think it was a great choice to include a plethra of competing secondary objectives in each scene. I do think there are a lot of very linear scenes, but I appreciate the options to pick one scene or another at times. I think maybe it'd be a good idea to map these out and determine if you think it could/should be flattened a bit (maybe go from picking between 2 areas, to picking from 3). Here's the progression order of a normal playthrough (I'm going to pick the option that feels interesting to me each time):
This means that the minimum number of successes to get through the game, if you spend zero time fighting fires/threats, healing yourself, or taking any action other than driving the story forward is 87. At a 50% success rate, that's 174 rolled dice, just for objectives. Then you need to also consider the other things the group is doing & ask if potentially the game could be flattened to reduce the number of scenes & interludes.
I think a good way to slim it down would be to present interludes as either always optional rooms that don't progress the story forward (i.e. they'll have to backtrack to keep fighting the fire) with a cost of additional fire threat in the next scene, the party will then have some decisions to make. Alternatively, if you want to keep each interlude on the main path of the game, I'd try to reduce the total number of interludes and then alternate between scenes and interludes 1:1.
I think what you have here is very cool, but I also think it's intimidatingly detailed. There's a ton of background stuff that doesn't actually play into the core adventure. I fear that this may be a case where you can kill your darlings, pull out some of the highly detailed lore that you've built in, and focus in on the experience of these firefighters as they fight this one fire in this one tower. The lore could be an addendum. Hell, if you wanted to keep it in the doc, that's fine. I'd just put the gameplay details first, then the adventure, then include the lore as an appendix.
good luck with this one. I can tell you put a lot of time, care and thought into it. That's why I wanted to give you as much detailed feedback as possible!
We really appreciate the amount of time you clearly put into this feedback. It is very much appreciated. Thank you!
Yeah, this submission was the last one I hadn't rated. I really enjoyed it & had a lot of thoughts about it. I didn't intend to turn it into a novel, but here we are lol.
I love the worldbuilding and the concept for the game. You did a great job of bringing together two interesting concepts in a really compelling way. It reminds me a lot of Terry Pratchett's Vimes novels in a good way.
Maybe I missed something. There are a lot of references to a clue track which feels like it could be a compelling addition to the game, but then it's not articulated in the actual text and there isn't a mechanical element stated. This feels like a lost opportunity.
Overall the game feels a little overwritten, this isn't necessarily good or bad, it's just my read on it. There are so many details and elements that are potentially useful, but probably won't appear in the game. In part that makes the document longer and noisier than I would like. Dolmar is so fleshed out as a setting that it feels a bit wasted, and I feel like it would be better to have a comprehensive Dolmar setting, and make this one of many modules within it. Likewise, there is a ton of information about fire fighting, both real work and in game, that doesn't have mechanical weight. They're great payoffs for people who can use them effectively, but there's a lot of unneeded information.
I'd say a focus on the game, if you want to make revisions, would be quality of life and UX modifications. Things like a map of the tower (even just as a flowchart), dialing back on some of the extraneous details, and consolidating some of the rules text would go a long way without a lot of changes. The bones of this game are fantastic, just a little bit of rewriting to make it more user friendly could take it to the next level.
Thank you for taking the time to give us detailed feedback. We know it was a hefty piece of text to get through, so we honor the time you invested in it. Thanks!
What a stunning entry!
This game fully delivers on its premise: In a colorful fantasy city, a diverse cast of firefighters combat a fire in a wizard’s tower.
Let’s start with the layout of the 56(!) pages and artwork: I liked the character artworks, the map, and the little burns on the paper texture edges. I am not a super big fan of a two column layout for on-screen reading, but I can see how this will work very well in print.
This submission also does a lot of worldbuilding. While it is clearly a capsule game (and states this clearly in the intro), reading about the city and looking at the map, I felt there is a vast additional potential of the setting. I was curious to learn more and I liked I could learn some more by reading the characters.
Ruleswise, the game is clearly in the footsteps of EtR, but many small changes reinforce the firefighter-theme.
The story itself is not as linear as one might guess at first glance (it’s a tower after all). The firefighters often have two ways to continue, leading to some replayability.
I can understand why the characters share so many mechanics and equipment (they are all fire fighters after all). However, I felt the overlap in “generics” is prone to hide the differences between the characters. I would have to play the game to really understand this point though. I love the “Flashbackdrafts” and Appendix A.
Wow! Thank you so much for your comments! I'm so glad that you enjoyed our work and took the time to let us know. Sincerely, your post made our day.
As to why the overlap in abilities: in EtR, Vampires could heal by spending 3 blood, and we felt there needed to be some way to get rid of damage. Ideally, we wanted the characters to help each other out, but there needed to be some way to administer self-healing. The fire axe was due to the fact that in the first iteration of the game, we hadn't fully conceptualized what magical firefighting would look like in a fantasy world and had concepts like making firebreaks with an axe rather than using water elementals. That's part of the reason why all the characters carry fire axes. We felt we needed a "uniform" for the characters to be a fire company, while still keeping them stylistically and mechanically different. That's the thought process about the overlaps, anyway.
Again, thank you so much for your comments!
Firemartials of Dölmar is a very exhaustive game about magical firefighters in a fantasy metropolis. Reading through this massive book made me think of Eberron. I think the layout, design and bits of art are very well done. I wish the beautiful character art was peppered throughout the 50+ pages to alleviate the reading and evoke the world a bit more!
Speaking of the world, this book is extensively descriptive of every single aspect of play, to a point where, for me, it becomes tedious, not fun. I see a lot of faux pas where it comes to modern TTRPG design and most of them come from a lack of editing. Writing a game vs. writing a book boils down to letting go of every aspect of the world and characters, because in a game, you don't really get to write the main characters or even how the story truly unfolds. I think most people play TTRPGs to create at the table and to fill in the gaps, which this game does not have.
Don't get me wrong, it's a super interesting world, with great lore and characters! But, for me at least, I wouldn't run this game as written because as a GM, everything to the single detail has been plotted out.
In any form of media, I believe editing is key for moments, lore, stories, characters, etc. to have an impact.
Having players’ stats directly linked to the contributions that they must make to specific objectives accentuates this point of removing players and GMs’ agency to ensure that any game of Firemartials of Dölmar remains balanced as imagined by the authors, and goes down as imagined by the authors.
This game is great for first time GMs, and utilizes the simplicity of the HAVOC engine well.
I want to reiterate that the world IS super interesting: the characters, the scenes, the lore, etc. But when you write out every single detail, you paint yourself in a corner where it's expected to have thought of every single outcome and interrogation beforehand, like you would in a fixed media (book, movie, etc.). This is so hermetic that my first thought was " Why would Mages need firefighters to put out fires?"
Little point also: the map shows numbered locations of different numbered places, which was confusing.
Thank you for this submission!
Ed from JoyJoi Games
Ooh. I'm an absolute sucker for a game where you play as municipal workers who aren't cops. The fact that it has elaborate fantasy world-building on top of that is just icing on the cake.
I love the way you do the Attributes. Extremely interesting to make you choose what outcome you'd prefer and force you to pre-emptively assign dice in that way. Also, the way that harm is a slow descent towards death or quitting is very fun too.
Also, this game figured out how to do a dungeon crawl in a Havoc Game? Incredible.
Thank you so much for your feedback!
I love municipal workers who aren't cops too: can you recommend other games in that vein? I would absolutely love to play a postal delivery game, for instance. Maybe there's an opportunity there!
I'll think on it. The only one that I can immediately think of that's vaguely in that vein is Bloodclotte, which is a Sparked by Resistance game where you play as weird doctors.
This seems super fun and I love the fantasy firefighter theme. I’m not sure just on an initial skim that I am following the character mechanics entirely but it seems like most of the time you would be rolling somewhere between 4-5 dice. One of the problems I see a lot with EtR is that the player turns end up grinding to a halt and feeling plodding if they only have a couple of successes to assign. I think the system shines best when each turn players are rolling around 8-10 dice. I might be misreading though.
Over all this is super polished and feels absolutely alive. I would definitely be down to check it out.
Thank you for your comment! I agree about EtR games being at their best when there are successes to spread around. The worst is not having ANY successes. I tried to keep that in mind when writing abilities and equipment: in fact, our first playtest tilted a little too far the other direction and there wasn't the sense of urgency and danger that entering a burning building might have. We were lucky to have good feedback from our playtesters, and I think we were able to balance things a little better.