No worries. I also have a spreadsheet. :) Thank you for your support and I'm glad you enjoyed reading the game!
AirkSeablade
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Thank you for your support! I'm a little sad you probably won't use this stuff, but I totally know how that goes too. ;) Let me know if you do end up having any feedback -- I'm planning a gentle revision of at least the core game at some point this year.
I'm expecting the next DirectRelief payment to go out relatively soon, just waiting for a few more Itch payments to clear first.
I think this could be a fun game, but it's hard for me to tell. A little bit of feedback:
- I suspect the "odds" chart is wrong -- -2 says "Slim chance. Roll 3 dice, and choose the best result." and you probably mean "choose the worst result"?
- "if it takes to much effort to justify" should be "if it takes too much effort to justify"
- " (or you injury yourself)" --> " (or you injure yourself)"
- Generally probably want to run a basic grammar check on this. =(
- I appreciate the printable tri-fold format, but please provide one for screen reading as well -- it's really very confusing to try to make sense of things without printing.
FYI to folks who might be looking for a community copy, I don't tend to add them while the game is in a charity bundle, as it is right now, but when the No ICE In California bundle ends in 2 weeks, we're going to have a bunch of copies added.
So please support the bundle if you can, but if you can't, please be patient, thank you!
A quick question:
How do I improve my rating in Core Skills? Secondary skills can be improved by Tutoring and by rolling crits, but it seems like neither of these is an option for Core Skills, and given how modest attributes are, it seems like Secondary skills would rapidly surpass Core Skills in modifier? (Though Core skills will have Tricks)
I'm enjoying the vibes here, but I think you definitely need to do another proofreading pass -- in addition to the issues other folks have mentioned, it seems like the text for Operate and Tinker is the same, and Cook and Sharpen have the same "flavor text", as do Ritual and Research.
Further, did you...change the name of your game at some point? In a few cases, it seems to refer to itself as "HSS"?
I also found the explanation of tokens somewhat confusing -- some are applied to characters and some to leviathans, but it's not clear to me if you "spend" tokens on yourself or on your target, and whether tokens on the target are "character specific"; If I apply Target to a part, can someone else use that Target to attack?
I could also really use a...checklist? Bullet list? for how Leviathan actions should go.
Looking forward to future revisions!
Hey, thanks for your interest! Always glad to field questions.
You spend 1 Insight or take 1 Arthic hold on 7-9 AND on a 10+ -- I wrote this as "When you roll a 7+" which might not have been the clearest. Basically: Anytime you get the effect of your Art, you pay a little bit of Insight/Arthic hold to represent the sort of "MP cost". Arthic Hold clears fast, but is a problem if you expect to be casting repeatedly in a single scene, while Insight recovers slowly, but there's no penalty for using it other than not having it.
On a 6- on a support Art, the GM should still make a move per page 53; What that move is will depend on the situation in which the art is being used, but you can usually fall back on Deplete Their Reserves (and make them spend Insight even without getting the effect), Inflict a Condition (Give them Drained, with or without getting the effect), or Ask Them What It Costs (and ask them what goes wrong.). Alteratively, you could use the opportunity to Foreshadow Something Ominous and just cut away to bad things happening elsewhere.
I probably should add information about this to the rules text though, since I think the support Arts are the only Moves that don't have an explicit 6- instruction.
I really like the concept here, and I think complication cards are an excellent new mechanic, but it's been a while since I read or played Good Society, so I had some trouble putting together what the modified cycle of play would look like.
As a result, I sortof wish that things were spelled out more completely, rather than having so many references to GS, SS&S, and Gothic Society.
This is an elegant twist on the Lasers & Feelings formula, and gives it just enough extra 'game' to mix things up.
I particularly like the Keepsake mechanics -- both for awarding them and the fact that you need to spend -all- of them to clear Heat -- and the Emotional Encounters table, which gives me EXACTLY the vibes I want from a game like this.
Honorable mentions to the mech 'sketches' with the snail tank.
Wanted to add a comment here since I just cracked open my copy for a look for the first time in a while -- it seems like you've got some sort of weird issue with your PDF bookmarks; While there are correct bookmarks in the document, there are preceeded by a whole bunch of bookmarks with names like "_heading=h.pp6px1afcjnd" which clutter up the pane and are probably not intended?
Can anyone verify for me if the issue with the play materials that exists in the DTRPG edition of this game is a problem here too?
Specifically, in the reference materials (but not in the actual book) Comfort and Support says:
When you assist a fellow PC, roll.
On a hit you lift them up: they may choose to give you a Bond with them or clear a marked Element.
On a 7-9 you may also clear an Element yourself, ask them a question they must answer, give them a Bond with you, or gain +1 Influence (Courtly).
In a scene, you may use this move to aid someone before or after a roll. Spend a Bond you created with them to give them a +1 to their roll.
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