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Thank you for the questions!

1) The Fractal toolbox will contain separate modules for customizing the game, as well as several theme generators for six "official settings"

2) Extra tags can surely be earned for free when fiction allows, but I'd be mindful for it not to become "too easy" to earn. Differently from traditional games, Fractal puts a lot of the gamification in the hands of the players, so they're the ones who would choose when to turn something into an Extra tag. Also, no limits other than these.

3) Fractal will have six official settings, each of them using different modules during character creation. Here's some spoiler: Fractal (fractal.framer.website). Not ready yet, but shows the names of the settings!

Fractal D6 is attracting interest from the French-speaking world. I've had over 470 views and 300 downloads. I'd like to pass on a few questions from French-speaking gamers. Could you please give us some answers?  1. Do you know when the author plans to release the book?

2. Do you have any feedback from games with this system?

3. I'm having trouble getting my head around Damage and how the system works with conditions.
4. I'm quite interested in the system, I wonder how heroic it feels. It seems that you can accumulate dice with traits and therefore succeed very easily...

5. Otherwise, I'm just saying this as I read it, but in terms of probability I think there should be a limit to the number of tags you can use on a roll. At the moment, the rules say to roll 1d6 + 1 die per tag relevant to the current action. A character is created with 9 tags (3 themes with 3 tags each) and that can go up to 30 tags (4 themes with 6 tags each + 6 extra tags outside the category). So it's normal to regularly roll more than 5d6 (basic 1D6 + 4 tags).

1. Can't give you a timeline right now, but I'm making my best to release this year.

2. I'm sorry I don't understand the question. You mean feedback from players? Me and my group have been playtesting the new version of the game and we're moving towards a system we're liking more and more.

3. Each Setting treats damage differently. For the "official" settings, we're trying different types of damage and wound cap. Right now, I'd suggest you to adapt it accordingly to your setting. 

4/5. This is something being worked and reworked as we test new scenarios. Again, it really depends on the setting. Remember that the Tags must be specific, and when you roll you must choose one theme that is being rolled. So you cannot mix tags from multiple Themes in a single roll. You, as a GM, can also cap the maximum of tags per roll depending on the difficulty of the setting. I'd suggest to cap 4 tags as a maximum. Also, as a GM, make sure you're challenging your players with the costs of their actions. A result of 4 or 5 means something is achieved, but at a cost, so you can set the difficulty with this cost, bargaining with the player if they want to succeed at said cost. 

Remember, Fractal is about modularity and setting the pace according to the players. They're the main characters, they're the ones telling their stories. So the game has a very narrativistic focus, it won't work its best if your players are thinking about 'combos' or how to maximize rolls. The idea here is that you can play any story, see incredible events unfold, and embrace failures and successes with all your heart.

Thank you for your prompt replies. Can we expect a character sheet soon? Will there be a charge for the game in the future?

Will there be a release date for the game in the future?