Thank you, Roy! Your support means a lot to me :)
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TL;DR: cards are pretty central to gameplay, but I plan on having alternate rules with dice only.
So, cards represent the characters you take on heists, their talents, the obstacles you have to face, the complications and twists along the way. Most of those are static during play, so they can easily be replace by post-its or, really, a list of things.
Where it gets trickier is on character talents. There's a deck of character talents, 3 cards for each color-coded archetype, each card with 3 talents on it. So every player starts the round with 3 random cards on their hands, which will inform their decision on which character they want to activate and which action they would like to perform. It's non-diegetic on purpose, it's my way of incentivizing out-of-the-box thinking and whacky solutions for the obstacles.
After you use that card, you discard it. And bringing it back into play costs HEAT (a form of stress).
So your VTT should be able to draw from a pile, discard it on another pile, and eventually reshuffle it.
The same effect could be achieved by rolling on a random table, maybe? Although it still feels a little sloppy to me.
But I'll be working on a card-less version that feels true to the original intent, both for online players and for folks that can't afford to buy or print the cards themselves.
Let me know if that clarifies a little bit or if you have more questions.
Gameplay in Starlight Riders is based around Moments, those cool tropes we love in heist movies and tv shows. You know, climbing elevators, cheating on a poker table, breaking into a vault.
This topic is for you to tell me your favourite moments in heists that you want to experience during a session. They may end up in the game!
Thank you so much for your kind review! I'm so glad the game provided you with a pleasant experience!
A nature generator module is a brilliant idea! I'll revisit the game soon and see if I can come up with something.
I deeply appreciate you taking the time to share it here. Thanks again!
Thank you for posting it here too! I'm so glad with your comments and feedback, so much so that the new iteration will address most of the things you pointed out.
Regarding the tainted backpack square: if it was a Provision, yes, it remains there forever as a "stain". If it was an Ingredient, you can put it in your workshop and in your projects as normal, respecting the restrictions of a tainted square: you can't "craft out" that square.
Please let me know if that clarifies your question and thanks again!
Hi, there! Thank you for your observation!
Indeed, I try to keep my games accessible considering the local economy. So Brazilian minimum wage is R$5/hour, so that's how I decided on the price for the Portuguese version.
It is my way to keep prices fair.
However, if you are going through financial hardship at the moment, do not hesitate to contact me and I am sure we can arrange something!
Indeed! There's some dissonance when comparing to core BitD. Oracle 2 is lifted directly from One Page Solo Engine, and higher is not necessarily better, it's just... more intense? So yeah "How bad" "How large" "How cold" "How many guards" "How many gold pieces" are all equally valid questions.