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(+1)

This is great.  The rules are solid, classic dice pool stuff.  My only complain is that there is no way to adjust the difficulty due to outside circumstances (ie convincing a drunk commoner should be easier than the judge), you just get bonuses based on your abilities.  This is pretty common in short rules light RPGs, but has always bothered me.

The integration of these rules with the setting is really spot on.  the different fairy powers, finagler/dazzler really nail both the fairy and court side of the setting.  There's just enough layers here that I can start imagining how different characters would play in meaningfully different ways.

The hot-botton issue generator and scenario table aren't on the one page version, but seem to fill out exactly what the goals for the characters are a bit better.

Biggest thing is the art is SO DAMN GOOD.  Props to Arthur Rackham and Finn Lloyd!

(+1)

Hi!

Thanks so much for the in-depth feedback!

Regarding the resolution system, you're right in that we sacrificed a bit of granularity. We decided that in a zany narrative-focused game like this one, the focus of the die rolls should be less on realistic simulation than on generating interesting scenarios and complications. I know that many people are divided on this topic, but it's my personal view that- should we decide to create a more complicated RPG system- giving the GM tools to adjust difficulty targets up or down would have to be a priority.

Again, thank you for the critique, and for the kind words! We're fairly new to game design, so this kind of feedback is super valuable to us!