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Arddun

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A member registered Jun 08, 2020

Recent community posts

Hello! I've been trying to find avenues to contact you (the author) about feedback for GODEATER 2.0, but this was the only place available to leave my thoughts. If you'd prefer this removed from public channels, I fully understand. I'm not very familiar with Itch.io and it's functions myself.

Anyway, I really like the style, theme, and content in GODEATER 2.0! It’s an awesome system filled with cool and inspirational ideas. However, I think the core book is lacking key information that may help GMs better understand the system.

First, the paragraphs immediately below the headings The Core Mechanic and The World are the same. They both say "Anything attempted by a character with a meaningful chance of failure requires a roll on 2d10 to beat a certain difficulty value determined by the GM." My initial impression is that this seems like a mistake. If this is intentional, then please disregard (woops!).

Second, the Afflictions section seems to be missing content. It introduces the concept of Minor, Major, and Chronic afflictions, but does not provide examples despite stating otherwise. The section ends with a colon and an apostrophe. Without examples, a GM will have a harder time determining what an affliction is intended to be in the context of the game.

Third, I think the Skills section may benefit from introducing an initial skill cap. The rules say “Characters may choose to take any skill, so long as the GM allows it.” I believe the implication here is that the characters may choose a number of skills within reason, but without a clear number the game deems reasonable then it could be anything. I imagine that skills are what allows characters to feel unique, so my assumption is that they should be limited—at least initially. It might be helpful to talk about thinking up relevant skills in the Character Creation section as well.

Fourth, there is no section dedicated to character Advancement. In the Character Creation section, the game says “Developing as a character is as much about picking up weird metaphysical complications as it is about becoming more powerful.” I gather that accruing powerful objects and afflictions from the world is considered part of advancement in this game, but the general idea of becoming more powerful implies that characters grow in the traditional sense as well. If that is true, what does it look like? Do characters numerically increase their abilities? Do they acquire new skills? If this is intended to be a relatively long-form game, there should be a section that clearly identifies how and when characters grow.

That's pretty much it. Again, I think the system is really cool, and I genuinely enjoyed reading the rules, but I think these ambiguities have the potential to give some GMs a headache.

Regardless, best wishes on your future additions and projects!