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admutt

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A member registered Apr 11, 2019

Recent community posts

What is Table 16 supposed to be? It's missing from the version here and the version on DTRPG.

That's much better for toner saving, thanks! But it's still 11x17" pages - I had to print to a PDF using Adobe's "Poster" settings at 96% to cut those large pages in half so I could then print it on 8.5x11" pages.

The game is gorgeous, but hard to read and play with the pdf on a tablet or laptop screen with the current page size set to 17x11 inches. Would it be possible to upload a version of the game that we can print out on standard letter-size paper?

Also, could it be a printer-friendly, B&W version that doesn't use up too much toner, please? Thanks!

Chapter Title: SEASSION 0 should be SESSION 0. (Page 10/11)

What is the Player Kit that's referenced on page 3, and how do we download it?

Blades in the Dark; a Powered by the Apocalypse game descended from Apocalypse World.

Any chance of a printer friendly version of that 1st page? That's a lot of black toner or ink...

Does every player (and the GM) get their own deck of cards, or is there just one single deck for everyone to draw from (and if there's just one deck, what is the maximum number of players you recommend?)

It's not explicit in the text, but does "Every 10 above the first is another hit" mean that players play as many cards of the relevant suit as they want (or can), and are not limited to playing just one card?

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That's too bad. I've been trying to get my virtual-only friends to play games like this, but finding a good platform has been a challenge.

Did this game ever get added to forthedrama.com? It's not on their list, but is it available there?

Thanks! Creating that flowchart really highlighted for me that there's only 1 result that ends in a Success without any additional complications for the PCs - while all of the other 5 possible results are a source of trouble for the PCs.

I'm looking forward to seeing how this feels during play!

Oh no! My session has been delayed due to Chocolate Rabbit droppings! ;)  Turns out that Easter is not a good time to try and get people away from their families for a game. :D

I'm confused by the final die roll in the example of play - no matter how I look at it within the rules, to me it seems to be a Success with a Complication, not without;

SD = 1, Attribute = 4, DD = 5

Since SD equals 1, it's automatically a Success; and then, because SD is less than DD and not equal to DD, we add a Complication.

Is that correct?

(I had to build a flowchart to get this straight in my head - I hope I built it correctly;

On the fourth line, I used SD > DD instead of DD < SD just to make the logic boxes consistent.)

Thanks.

Cool - looking forward to downloading more content! :) 

And sure thing, I'll get you some feedback after my game on Sunday night.

I'm going to be running this for my group next weekend, but I'm still a little confused as to when a "Screw It!" roll would be used - can you provide a few examples where neither "Wits" or "Grit" would be used? Thanks! (Would this be better as a Development Log post?)

In the What are the Dice? section, it says "If the Danger Die roll is equal to or higher than the <span class="fontstyle0" <than="" the="" <="" span="">Success Die </span>roll, the GM chooses a Complication" and then it also says "If you roll a Double, the same result on both dice, your Success or Failure is particularly spectacular."

So, if a player is rolling against an Attribute of 5 and scores a 4 on both dice, is that Spectacular Success with a Complication?

What if it's a score of 5 on both dice? Is that a Spectacular Failure with a Complication?

Am I correct in understanding that the dice mechanic has six types of results?

  • Success
  • Success with Complication
  • Spectacular Success with Complication
  • Failure
  • Failure with Complication
  • Spectacular Failure with Complication

So there is never just a Spectacular Success or Failure? They are always combined with a Complication?

Did you try this with different size dice at any time? I wonder if it would be worthwhile using 8's as a max, or 10's or 12's?

I actually like the idea of there being no during-session healing - it sounds like that would add a certain amount of tension to the game. And for a multi-session game, campaign or otherwise, a downtime-refresh sounds appropriate, too (like a week or two of rest).

Do you have any advice on implementing HP/Wound recovery from playtests of the system? Have you established any best practices?

Can you elaborate on the design decision for assigning 15 points to attributes at character creation? Why not fewer or more points? Would different values be too swingy?

In regards to Wounds reducing a PC's Grit, is that a death spiral? Does the PC use the lowered Grit value when making a Grit roll from that point onward? Or is the player just tracking the wounds, effectively making a PC have 2 times their starting grit in HP?

Cool - that's like borrowing a trope from all those cop shows where their body armor absorbs a first shot, but then they discard it afterwards (mostly because it's dented enough to become a hinderance). One use items and gear - and finding ways to repair those things - sounds like another great way to keep the game interesting.

A "few others" mechanics? Or more Keywords? 

And I wanted to say that I really like the lists of complications that you have included in these modules - those are going to be extremely helpful at the table!

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The new mechanics are cool! It's nice to see some ideas of how the mechanics might be massaged during a session.


Aside; In the Zombie Bites section; "a Complication means that the an uninfected Character" has an extra "the".  And the end of the second paragraph it says "the better the chance they have successfully making more" should be "of successfully making more."

I noticed *Body Armor* in the "Items in the Prison" section - how do you handle PCs with this kind of gear? Do you let this have an effect on the mechanics at all?

I think I'd be happy with narrative character advancement - maybe allowing players to adjust or add to their character description as they <narratively> put in the effort to improve. 

Of course, I'm assuming that Wits and Grit Dice Rolls are for skilled actions that fall under the purview of a character's description, and Screw It Dice Rolls are more for unskilled actions. (Is this correct?)

For example, this character:

"[Trevor] is a [law-abiding] [District Attorney], who used to be a [Boy Scout]. Always ready to [debate the finer points of law], [he] [encourages] the party members [to live up to his high standards]."

. . . should probably know nothing about how to pick a lock, and if he were in a desperate situation that required him to get through a locked door, "pick the lock" is probably not something that the GM should allow the player to roll for - even using Luck via his Screw It attribute would be strange. ("Break the lock" would be more in-narrative, though.)

Then, if [Trevor] survives, the player might narrate how [Trevor] starts taking some locksmithing courses at night school, adding that information to the character description. (Of course, in-game time will need to pass.)

There's no download button for Zombie Raid at the moment.

Do you see this as a game that can support campaign play, or is it just for one-shots? 

I'm looking forward to seeing where you take this system. Any chance that we'll get to see, or listen to, some actual plays?

Any word on the next two adventure modules you mentioned in your update?