Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Hi!

It's been a while since you left this comment and I haven't pushed an update, but I'm working on that today. I just wanted to let you know that in thinking more about your questions, I've decided to add mechanisms for allowing the Reborn to run past enemies they don't want to fight. It looks like this, and will appear in the updated Core Rules coming later today:

Running Past
The Reborn may decide that they would rather not engage with an enemy and instead try to run past them without engaging in combat. This allows them to explore Regions far beyond their abilities to take on normally, though it comes with a risk of death.
When the Reborn attempts this, roll 2d6. If either of the dice shows a 1, 2, or a 3, the enemy deals their damage to the Reborn as normal. The Reborn fails to run past the enemy, and must either engage in combat or try again.
If neither of the dice shows a result of 1, 2, or 3, the Reborn successfully runs past the enemy and can move to the next Area.
When running past enemies, the Reborn can never find Campsites that are not located in the Starting Area of a new Region.
The Reborn does not gain Soul Dice for enemies they run past, as they have not defeated them in combat. Similarly the Reborn does not increase their Replay value for enemies that they run past.
Soul Dice spent to remove failures and add successes have no bearing on the Run Past roll.

Thanks for asking about this - in hindsight I think it's a good addition to the game.