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(+2)

Hi there!

1. The assumption is 1, but folks can make them especially powerful if they want. 

2. They are mostly flavor. They just indicate that the PC should be doing a particular thing when describing their turn so that they act in a way that works with how the gun works. But no mechanical obligation!

3. Good eye! That difference is intentional, because LIGHT does not have a GM Turn. Since their is now GM Turn, the enemies need more opportunities to be reactive, and so LIGHT has success bands that cause a lot of enemy activity.

Glad you're enjoying it and looking forward to seeing what you come up with!

(+1)

Thanks for the response! I think I'll use the LIGHT version, as I want the players to feel like their choices and execution are driving the combat forwards. I want things such as elemental effects to be mostly flavor and allow the players to do neat things and think outside the box. This system is PERFECT for the kind of "that seems reasonable" mentality I have about TTRPGs. I hope people like my weird and (hopefully) wonderful games!