Yup! Those are being added!
Daniel Kwan
Creator of
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Hey there! Yes, I am currently in the midst of finalizing a print version of the quickstart that will be sold at Gen Con this year through our publisher. An updated print version will be added to Itch in the coming weeks alongside a new character sheet. In the interim, I'll be uploaded a preliminary version soon (it has been on Patreon for a bit).
That said, this version of the quickstart will be the finalized version of the basic Wandering Blades rules. My attention will now be focused on the core rulebook, which will contain:
- Professional layout and interior art
- 1 additional class - the Scholar
- 1 additional sandbox adventure
- Advanced combat and exploration rules
- Expanded adversaries section
- Supplemental guides on character naming conventions, genre tropes, etc.
Hey everyone! Nominations for the CRIT AWARDS are open and Wandering Blades qualifies for the Best Indie TTRPG category! If you like what we're making, please consider nominating the quickstart by filling out this form!
I decided that changing STUNNED to "You may only take 1 ACTION and no REACTIONS on your next turn, but do so as a SLOW TURN." I think this accounts for your valid point about how fun-sucking it can be to lose your turn, but also keeping the status as something impactful. Being able to take a single action keeps you in the fight, but losing a reaction and going on a slow turn makes you think twice about what you'd want to do. If I were playing, I'd even use my action to take a stance!
Great points! I think we can break it down like this in the next version:
- Guard - powerful way to negate attacks, but limited to shield users and has "charges"
- Counter - straightforward reaction based on missed attacks
- Bind - similar to counter in that it is triggered by a missed attack, but has functionality for group play (synergize with other abilities and create openings)
- Parry - change its trigger to being when an attack hits you. This way, it is similar to guard yet has a chance of failure. This also differentiates it from counter better.
That's a good point! Our game is about as lethal as the average OSR product. We wanted to enable character survivability through mechanics (qi abilities, reactions, armour, etc.) and table interactions (player-first initiative, player-driven initiative orders, and player strategy). The next two classes we're working on will include a physician that, at the moment, will have a lot of abilities associated with adding/removing statuses and augmenting rests. One thing that is not in the quickstart are guidelines on encounters. Because the world is meant to feel deadly, the players are meant to learn that not every encounter is meant to be solved with violence.
As for starting HP, I think a good rules amendment would simply have it that 1st level characters start with maximum HP!
Absolutely! I don't know how to message via itch, but I have a form on my website - https://danielhkwan.carrd.co/
It's been brought to my attention that a Spotify playlist for Wicked Congregation might be of value to you folks. So here it is! Right now, it contains music from Control, The Empty Man, and Resident Evil 7. I'll be updating this periodically!
Playlist: https://open.spotify.com/playlist/67vGX6YE9wpnCwXo4WoY5A?si=597c25e0a6294e9c
This is wonderful! Please feel free to add my game "You're F&*king Awesome" to this bundle! https://danielhkwan.itch.io/yfa