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For the most part, I really rather like this. It's a fairly straight-forward and interesting take on "planar fantasy" gaming, with a relatively well thought-out metaphysics.

That said, there are a couple things that stuck out for... less that delightful reasons.

  • The Adventurers Code. A cosmically-enforced law requiring that everyone directly involved in a violent conflict avoid death on both sides, or face significant penalties. I understand the impulse that lead to this, but wow. This would either heavily bias the universe in favour of a Lawful-Evil stasis, or require that the universe be unerringly perfect.
  • "Official Approval" from the City Council to be an Adventurer means you get sent non-declinable contracts with zero warning before-hand, in exchange for "leeway when breaking objects or trespassing." Given that there's no upkeep from City Council, or compensation in the event of death, that's a terrible deal. Arguably, it's a form of Wage Slavery, but somehow with less stability. "Never anything illegal" is a pretty meaningless clause, given the City Council.
  • The City Council, with it's one-vote-per-Major-Faction system, would either be eternally deadlocked, with no hope of ever achieving anything ever, or it would be a puppet-government controlled through blackmail, bribery, and cats'-paw assassinations. The Brokers and The Silent seem like they would be the most likely to be in control.
(+1)

Thanks for giving it a read and the feedback. The Code was added more as a fun afterthought for explaining the odd conventions of TTRPGS, it certainly needs a look at for future versions. The City Council and official approval were intended to be a humorous comment on that kind of overly bureaucratic type of governance and wage slavery. These are things that I intended to flesh out but for now are a bit unbaked for sure. In the future I plan to make a full city guidebook that will cover much of that in greater depth to flesh it out. Thanks again for the feedback