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(+1)

So, at some point I must have smuggled this game into my library, and boy am I glad it did! Like a minimalist baby born of Warhammer Fantasy, Cairn, & Maze Rats. 


I really think this system is brilliant, having run it through a few short oracle guided quests and social encounters. It's compact and simple, but it does have a few sub systems to make things interesting. 


I plan on making a simple magic system that suits the power balance of such a low fantasy world like this setting has. In many ways it reminds me of a sort of more "realistic" (or at least more down to earth) Mork Borg. Both are set in the end of their respective eras, a post apocalypse soon approaching, but Helm is more grounded, and mechanically more interesting to me. 


Having a narrative combat system that employs on the fly tactics with ease, there's never a time I was bored of fighting. Speaking of which, the combat is DEADLY in this game! Particularly for solo players, but from what I've seen so far has been fair, with only minimal tweaking reqiured.


I did have a question on 1 thing though, if you wouldn't mind indulging me. 

On page 8 of the Quarter Master Pamphlet it says:

> When defending, Men-at-arms

suffer damage equal to an

enemy’s pain stat. 

Create interesting complications for the

players to overcome as a result

of damage received.

Is this meant only when players take an Injury, or any time one of their body zones is damaged? What sort of example might help illustrate that for slow little me? 😊😁