This game is so simple and pretty. I really like the way players compete for objective successes with the GM.
Personally, I think I would like a bit more crunch in the system, but that's a personal taste thing. The mechanics here are very straightforward and easy to understand, which I'm certain would be a strong draw for a different type of ttrpg player.
One thing that is partially related to the lack of crunch, but not entirely, is that I feel like there is a bit of a loss of player decision-making that comes with the Havoc engine. With only one trait, one skill, and one place for successes to go, I feel that the game would often boil down to finding a way to describe every single action in a way that incorporates your trait and skills and then just hoping that the dice are on your side.
I do think that maybe there are ways to increase player choice without adding crunch by adding more objectives and/or things to spend your dice on. I don't think you'd have to go crazy with it. Maybe it's just a system where you can bank successes for future objectives or some narrative reason if you feel like you're likely to succeed on the current objective. I could even envision adding something like:
- Pigeons may choose to spend successes to increase the objective counter or they may choose to bank as many successes as they wish into their personal collection. At the end of the game, the pigeon with the most successes banked is the wealthiest pigeon around. If the pigeons have successfully earned three claims, that player describes how their pigeon transitions to a life of decadence after the events of the game. If the pigeons failed to earn three claims, that player describes how the powers that be seized their assets and that pigeon transitions to a life of destitution.
That would offer some risk/reward and maybe be a way to drive drama and conflict in the story. Just a thought!
Great submission!