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Rules Artificer

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A member registered Sep 24, 2019 · View creator page →

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Thank you so much for this! I really appreciate your perspective and feedback. I'll take what you've written into account. I'm working on another minor update to the game, but I'm also writing a "Fast FAQs" document that should hopefully address some common questions about the game.

No worries, my guy. Thanks for trying!

Hello! I'm glad to see you're interested in the game.

Yes, the Powers that Forsworn get alongside their Oaths are just like in the Mystic's playbook; they allow you to cast spells and rituals by borrowing your patron's powers and spending playbook points.

While a player could pick the "add +1, once or more per roll" that Mystics get by default, it would be fairly redundant as each playbook natively gets the ability to spend a point to add +1 to a roll (with narrative grounds to do so). One would gain the ability to do this multiple times per roll, burning through several points in doing so; if that's something that the player values, then it wouldn't be totally useless.

Your character keeper seems great so far!

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This would mean the character is seeking redemption for something wrong they've done in the past. Something significant and character-defining. Perhaps they killed someone in a fit of anger or an ill-conceived duel when they were young and brash. Maybe they failed to protect someone they cared about deeply.

One of the characters I made for playtesting was a warrior named Braer Vignus. The "great battle he was involved in" was the Battle of Blackwall, where he abandoned his platoon and was dishonorably discharged. Due to this, "what is important to him" is valor - to show bravery in the face of danger, because it's what he lacks (reminder that you also mark XP if you struggle with what's important to you). And so, "his personal goal" is to redeem himself for his past cowardice. He feels like he has to learn to be brave and to atone for what he's done so he can overcome his guilt.

Let me know if you have any other questions, and thanks again for working on the Spanish translation!

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Monks in the D&D sense of the mystical martial artist can be a bit indirect to replicate. I think that the best playbook to start from would be Warrior, since martial mastery is a significant goal here.

From there, if everyone at the table is in agreement that in your world people can train their bodies to the point to be able to achieve supernatural effects... then you can just go for it! Use the write-in spaces under Take the Risk or Mettle to make special abilities that you think a monk would be able to do. You can take inspiration from other playbooks for some of these, like Scoundrel's "to dodge or evade harm" Take the Risk option or the Wildsoul's "move as swiftly as the wind" Wisdom ability.

You can do similar things with equipment. Warriors inflict a lot of harm with "a sturdy weapon" so you can easily go for the brass knuckles or other iconic monk weapons (like a bo staff, using the Wildsoul's staff as an example)... but if everyone at the table is on board with it, you could have your weapon by "Years of hand-to-hand combat training" with maybe the forceful or grasping tags. (This would overrule Warriors typically using the median die when inflicting harm with their body, because your whole body has become a sturdy weapon!) Similarly, you might have "Unencumbered evasion (1 Armor)" in place of the Warrior's usual armor option, showing that you're intentionally traveling lighter (while still accounting for it by "using up" a load checkbox).

As your character progresses, something like a monk would be a good opportunity to make use of an archetype. You could gain more magical powers through Forsworn (and maybe your oaths are to your monastic order, rather than a deity or demon), while something like Martyr works well for a character that's trained their body to its absolute limit and beyond.

Let me know what you think, and I really hope you have a great time playing Fast Fantasy!

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Take the Risk does have just a little bit more nuance than your average Defy Danger move. I wanted there to be a way to push your luck on a total success, taking the consequence but rewarding with XP. But I didn't want to allow for a total success to not get what you want, avoid the consequence, and gain XP, because that's a little too boring and safe.

I'm glad you're liking the game so far! Let me know how it goes if you end up running or playing it.

Thank you so much!

If you would, please email me at david.e.bass95@gmail.com. I'll send you the original document so you can do the translation, and if it's alright with you, I'd like to share the Spanish version as well once you're done.

Thank you! Please let me know how your play session goes. I hope you and your group have fun!