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fluffytheterrible6

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A member registered Oct 23, 2021 · View creator page →

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Thank you so much!
Tell me how it goes! 

Your Welcome! I like giving the sort of feedback to creators that I would want on my own stuff.
Those are some good ideas for solutions!
They also let you do a lot more customization for the monsters!
I am following you now so I will check back in during the next update. 

So! I read through and I have feedback!

This has good potential! Especially in the Balance Condition vs Weakness setup! 
I like the spells a lot as well, they have just the right amount of wibble for people to do a lot of funny stuff with. 
In terms of art and presentation this is Very High Quality, the monster designs are great and the color coding of the text makes it very readable. 

However, there are some things I would be interested in being elaborated on a bit. Mostly the Conditions system, it seems really interesting but also feels like a lot to leave up to gm fiat. 
Similarly, when and how do monsters use their Attacks? When players fail? Whenever a player rolls? Once all players have acted?
Is the default assumption of a successful monster attack death? Or should a condition be inflicted instead?  

I mostly like the roll resolution system, but I feel like Talents should give you a +1 like mutations instead of adding additional dice. Adding extra dice works for emotions because its making the action "Bigger" but I feel like Talents should be purely positive rather than potentially leading to more Despair. 

(2 edits)

2. Yeeep!

4. I was thinking about giving this game a big update soon, and I want to figure out and include sheets like that in that big update. As well as a print version, more art, a bunch of example characters(Stock Humans, Wayfarers, Revelations and Leviathans), plus some balance changes and new content. 

BTW it means a lot to me that you commented, it lets me know people care about the things I make. 

1. Skills can be basically any sort of action, but don't inherently give you the ability to preform that action. You can give yourself "Persuasion" or "Swordplay" or "Cooking" and attempt to solve problems with it, though the Dreamer will probably impose an obstacle if the connection is a bit strained. You can also give yourself something like "Wind Control", but you will probably have a huge obstacle on actually doing anything useful with it  unless you a Title that lets you control the wind. Highest number Wins in contests yeah, but long term it tends to be about Resource Management, managing your Will and other resources over a long period of time.

2. The basic idea of the Time Track is that both the Wayfarers and The Dreamer can Spend some Time to shape how the narrative is progressing and put special narrative focus on something. The Wayfarers each get 2 Time, and the Dreamer gets 1 Time for every Wayfarer. Whenever everyone has spent all of their time, you move onto the next chapter Instantly,  giving everyone a new pool of Time to spend but shifting what Time actually does to be appropriate to the "Genre" of that time of day. DAY is for slice of life and more mundane charecter moments, DUSK is about supernatural mysteries, and DREAMING puts the focus on bizarre horror/fantasy adventures.  Its supposed to act as a natural pacing mechanism that also allows Wayfarers to exert some presence on the story at times. 

3.  When I refer to "Levels" of Skills or Monstrosities I just mean "A Skill or Monstrosity" with that many points invested into it. So a "level 4 skill" is just a skill with that many points in it. The only difference between a skill and a Monstrosity is that unlike Skills, Monstrosities *do* self justify. So if you have a "Wind Control" Monstrosity it does actually let you Control the wind without needing a title or something.  

4. alright so, to be completly honest, I have some notes for Charecter Sheets and and a time sheet and stuff but... I haven't actually figured out that part of "Creating a Game" yet. Its a completly different skill set from designing the game itself that I don't even know where to start with.

Alright so, I got this game in the Trans Rights In Florida Bundle a while ago and finally got around to reading it only recently.
I thought this games Premise was incredibly strong, a more  Meta Layer ttrpg that leans into God-Game type stuff in a way that hooks directly into the game mechanics themselves had been in my brain for a long time, and I might still end up doing a pitch on it myself. However, maybe it was just because I was personally too excited, but this execution leaves something to be desired for me.

I found a lot of the ideas here genuinely inspired, my personal favorite is Seer who as a player charecter gains the ability to roll on random generation/event tables as a player charecter. That perfectly pairs the "Old School RPG" games this is rooted with the high minded and arcane ideas its specific take has. Rulebook in strategist also achieves this to similar ends with the rulebook feat, using the simplicity of rules in these older games to its advantage by allowing you to twist them or invoke them at will. I also enjoyed almost all of the npc rules, the villains being based on popular negative player types was extremely cute and while I am usually a bit hesitant around symmetrical enemies and players I feel like it works in this case. The Archetype NPCs are all spectacular, and often made me smile. I do wish there were some more explicit rules as to things like "non-meta npc exclusive features" since all that is really listed is immunity when things like magic are called out as existing. 

I suppose my core... issue with this game is that I feel like despite its high minded and metaphysical premise and aesthetics, this game will mostly just play and act like a normal Old School RPG, which is cool if that was what you came for but I was hoping for something a lot more  narratively focused on that "weirdness". I feel like the games this wants you to play is like "this is a normal adventure game, but both you and the antagonists are secretly also weird cosmic beings" when I feel like there was a lot of potential to a game where you just Are Weird Cosmic Beings Adventuring.  Like it has a mostly normal leveling system, which is... fine I suppose but I feel like the game could have gotten away with starting you off extremely powerful with a premise like this. Honestly, If you wanted to fully commit to the bit of you being a cosmic entity pretending to be an adventurer you could make the entire "feat list" base kit for all METAs of that type, and then stack a more "normal" rpg class on top of that which does do traditional leveling and stuff. 

In general the games seems alright!!! For all my criticism the game seems like it would be fun to sit down and play with some friends and has a lot of neat little ideas in it that I just feel could have been explored further. 

Nobilis 3e has some pretty good ones! 

I am doing something a bit more on the surreal side, using Water and Sailing as a metaphor for traversing a dangerous realm in your dreams. 

What is everyone planning, if I may ask? 
Tell me your ideas, both mechanical and narrative, a little bit of history if your project has any.
I am just curious. 

Thank you!!!!!!!

So I don't necessarily expect a response here but  there is no like... charecter building portion to B.A.D right? You just get a +1 bonus to heroic actions, charisma and navigation right?

Thanks! Tell me how it is if you do!

I only really ever posted about PROWESS at the very beginning of the Jam but I am happy with what I put out. I just wish I had more time to playtest. I got COVID early into the month and was unable to bring together the mental strength but I have been working hard on it ever since.

This is my first full game I have ever properly finished. and it was mostly using all my normal techniques but on a smaller scale thing, most of my other projects are quite large so this is kind of a new one for me. 

Sounds awesome!!! 
I am gonna be working on a solo player fantasy TTRPG centered around dice tricks where the player fights monster-gods in service of more humanish ones. Not necessarily using any previously existing system but I love exploring insane roll resolution system and I can explain my plan if anyone is curious. It will take a lot of inspiration from Roguelikes as a genre and Shadow Of The Colossus