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(+1)

Lord knows I love a good pirate anything. This checks a lot of boxes for me. Some thoughts, in the order they occured to me:

I LOVE the addition of the personal quest for each character. Some of them could certainly use a little balancing, though. Patches' feels underpowered (unless it's useable multiple times? In which case it's good!) The Mists' also feels a bit underwhelming. Personally, I wouldn't voluntarily blow up my character for an extra 2d6 once.

The Flaws as an alternative to injuries is great.  For simplicity I might even take it one step further and eliminate the Injury option entirely. As a player, I would take a Flaw every time over an Injury, just for the narrative addition even if it had no mechanical impact. Could always mitigate this with a mix of injuries & flaws so that not every level has a mechanical impact (but should still have some kind of description when marked to keep the narrative alive maybe?).

I keep reading "Captain BrokenHeart" as "Captain Beefheart". This is not a critique, but a reflection on me.

I, like everyone else, demand that you keep Kozel as an actual bear! Would love to see him finished, as well (personal quest,  flaws.

I would also like to see all stats start with "B" for the sake of alliteration. Perhaps Omens could become Banditry or Buccaneer?

I like how you use Heat, but I feel like it would make more sense as a shared pool? Since narratively they're all generating Heat together on their job?

Pg 18, under "Player Roll", the first paragraph ends abruptly "or can be".

I love how you break up objectives. Lends to the heist feel in a way I was struggling to capture in my game. Very cool. I would like a little more direction on structure, as far as the minor and side objectives go. Sort of a flow chart of this objective can lead this that objective, that sort of thing. 

I also thing this game would benefit from a ready-made list of Adversaries & stats, so the GM doesn't have to come up with that all on their own. Makes for a lot more prep work. I understand you didnt have time to playtest, but that would be something I'd heavily consider when you do, to help find that balance.

(+1)

Thanks for the detailed feedback. I really appreciate it!

I definitely need to go through and look at the personal quests. They were a fairly late addition to the character sheet. So late that I didn't even have time to get Kozel's done before I had to submit. Just ran out of time on a few items there (running theme for a bunch of what you highlighted to be honest), and I've been working on some revisions to try to get everything buttoned up. I definitely felt the issues with Patches' and The Mist's quests, and I'll make sure to tweak them. 

I had the same thought regarding injuries after reviewing some other games' injury systems. I think I might test injuries giving -1 to a specific stat. Though, I do think that if that doesn't feel right, I should consider removing them entirely. I had initially wanted to keep them in the game because I had envisioned Kozel being able to heal injuries but not flaws. But that's not the direction I went with Kozel in the end, so it feels like an artifact of an earlier idea that didn't get ironed out. 

I think I've landed on removing Omens as a stat and instead using it as the reroll mechanic and maybe beefing that up. 

It's funny that you say that about Heat, because that's exactly what I've done in the latest revision. Instead of rolling on each player's turn, the GM now rolls one big heat roll, equivalent to all players' heat added up at the top of the round. Players then have to decide how they're going to address the heat throughout the course of the entire round, rather than on each individual turn. I'm going to rework the captured mechanic to reflect that if X number of successes are left in the heat pool at the end of the round, the GM captures the player who generated the most heat that round. Need to playtest it though to figure out the right number of successes. Right now 5 feels right to me. 

My latest revision has lots of notes on how to improve major and minor objectives and show GMs how to use them. That was a huge takeaway from reading other submissions. I like the idea a lot, but I need to do a much better job of explaining how to use it. 

Adversaries + stats were cut for time. I had three ready to go in my notes doc, but I just couldn't get them polished in time to include in the submission. I will definitely be pulling some in though because I want to put more emphasis on the different types of adversaries I had envivisoned, between party guards, party guests, and house staff. 

Thanks so much for the feedback. It help reinforce a lot of the things I was thinking needed to change in the doc and let me know for sure that my focus is on the right places!

Awesome, sounds like a lot of great changes. Can't wait to see what you come up with, I'm definitely going to be running this!