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Corvoblu

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A member registered Mar 29, 2019 · View creator page →

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It is advisable to make Extras somewhat limited, so that they don't become a crowbar to open every door...


If the oneshot lasts just one day in-game, then having a coupla occasions to take a 1h rest with a d6 points recovered should be fine,  I'd say.

Releasing single cards in a .zip file is indeed a great idea, thanks! Will do it, tho right now I'm really really swamped. But I'll do it, I promise!

Given that the idea behind the dice steps for money is that they represent jumps in lifestyle, the richer the bundle the more difficult it is for each of the previous steps to "get there": the lifestyle granted by d 12 is 5 times the previous step, therefore, 5x4 times the lifestyle of the step before the previous one and so on. The progression is somewhat arbitrary: I mean it would work even if yo were to just double the amount of richness on the previous level (2d10=1d12: 2d8=1d10, 2d6=1d8 and so on), but given that the steps are not that many, I wanted the curve to get to the top to be steep. You can adjust it to your own taste tho.

When I will produce the new episodes, I'll share them here and if I will share them on other platforms too I'll probably mention it.

Hope that helps! 

 

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Wow, thank you for the deep dive! Hope you are feeling better now :)
Morpho's rules are still a living document which I develop as I play with it. That being said, I can give you some clarifications over the text:

-You are absolutely right about the extras, I should at least  give some examples. Extras are self contained rules that are character-dependent. Like a gravedigger might have as extra: "you can talk with the dead 2 times a day"  

-I have to say that I very very seldom play games where equipment management is an important focus... so that aspect has never been deeply tested. I should test it out further. Most probably the best solution would be to leave the number of item slots open, as I do with the number of conditions.  

-Luck is one of the mechanics that has been tested the most and in my groups works fairly well. It feel worse to loose luck when you fail a luck roll than it does the other way around and luck reduction turned out to be critical to put pressure on the character's resources. It's alwas possible to choose to fail a luck roll and keep your points. As for spending N: this is meant to be a one -off  last resort type of move. Something you do only if you really really REALLY want to fix a card roll. It has worked fairly well so far, but another option you could try is to spend N luck to add that amount to one die. However, in my experience, this way it gets way too easy. Luck is meant to be recovered in a number of ways, depending on the game you want to play. The most straightforward way is by resting (see "resting" under core activities), but I played a short cyberpunk campaign where luck could be regained only using drugs. That's why I did not specify one method to regain it in its entry on the manual. 

-Twists don't have to be inherently negative. But it's better to have them add a fair complication to the situation, so that they don't become just a way to bypass an obstacle.

-Yeah, having chits on you is not the easiest thing... I should add an alternative way to determine turn order. I do,in fact, have a few ideas I'm thinking of testing out.

-One of the core ideas behind Morpho is that having cards to represent situations allows for flexibility on how to describe what. If you feel like you should have a set of cards expecially for combat, you should totally try them! I do have a number of cards that are not described in the core manual: like a specific card for magic, one for hacking, one for testing yourself etc... I'm planning to release them as part of dedicated supplements.

-The idea behind money bundles is that each die step represents a substantial level up in lifestyle. 

-I would say that the best way to have an idea of what a skill is, is to look at a typical character from Troika! I often use Troika! characters when I don't have time to write my own. Skills can be acquired and there is no limit to the number of skills you can get, only the number of points a skill can have (max is 7). When you make a card roll you can increase your chances of having a desired otcome by spending skill points in a relevant skill and add that many dice. That's the basic idea, but you are right: I shold add a list of example skills to the manual.

-I hope I can make more pictures for the game. Totally need to make some for the monsters.

-Ah damn! I deleted my spotify accont due to the very bad business practices of the platform, and didn't realize I had my podcast there! Uhhhhh will probably have to start from scratch. Thanks you for reporting it!

Hope this makes things more clear! Thank you again and if you have anything else you want to ask I'll be happy to  reply! :)

Are you finding easy to se them? Is the guide clear? 

Thank you! The idea comes from "mutagen trail" a radical hack of Goblinville,  which I used as chassis for this system :D  So you can say it's a radical hack of radical hack XD