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Hi!

So whatever the opposite side are doing is up to the Guide, or GM. I apologize if the game came across as being a solo RPG!

The example you gave for a failed Action would be fine: after your gnome failed (presumably with a test your luck roll, and so with a negative consequence) the negative consequence could be that the bird swoops in and gets the seeds.

As Four Points is more narrative than turn-based combat focused, the player group could decide that the bird getting the seeds counts as its turn, or that the bird can try pecking at a gnome while the next character is getting ready to fend it off. If the GM says the bird is going to try pecking the next player’s gnome, that player can evade the attack as an Action, either by spending EP or testing their luck.

I hope that has cleared things up a bit!

- Tom 

(+1)

Thanks for your reply, it helped clarify how it should flow.  I did understand that it wasn't directly intended to be a solo game, but either way needed to know how the GM role would run the game.  Thanks again, I look forward to continuing!