Thank you! I had a few playtests of it and people seemed to really get into it! If you give it a try I'd love to know how it goes! ☺️
Emmeryn
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The short answer is maaaybeeee...? But the long answer is closer to probably not, unfortunately. I got onto other projects that took up a lot of my time, which pushed my expected release timeline for this project back until it got put onto a backburner. Then it was completely off the stove, because I had no way of knowing if anyone was playing the game or not, so I figured they weren't.
I did have a significant amount of work put into the grimm bestiary, but didn't complete it or get to actually playtest whether or not the numbers i assigned were feasible. Without playtesting the numbers could be wildly overtuned, and being so far removed from it I'm worried I'll look at it again and find a big mess I'd need to untangle. Though if people are interested in it, I could just cover my eyes, put a bunch of "this hasn't been playtested" disclaimers on it and toss it into the documents! There were some cool things in there that I'd love for people to see. I just don't want people expecting things like "balance" and "fairness" or asking "why did one beowulf kill all my players," that sort of thing.
But beyond that, unless there's a huge upsurge in people asking for more I'm unlikely to make many tweaks to the core rules. Its certainly functional and playable in the current format! Most of what was left to do were things like lore and setting information, which I would have loved to flesh out, but there are plenty of wikis that have that covered. Really though, let me know if you would like to see more work on this! Like I said, sometimes throwing stuff out onto the internet feels like shouting into a void, and the amount of feedback is not at all indicative of how many people are actually enjoying the game.
I'm so blown away to hear you've been having such a good time with it, I'd love to hear more about your experience!
And yeah, the full success paradox is something I've been conscious of for a while. I worked a lot of the full success mechanics out of the status effects when i did the 0.33 update, but there's still some in there that I'm gonna have to iron out. One of the things I was considering was doing what it sounds like you've already implemented, which would be setting a DC where there's a minimum number of successes required (like you might in dnd) based on the difficulty of the thing being attempted. I'll work on codifying that in the new update as well!
I also absolutely LOVE the idea of putting the break and momentum mechanics to work for non-combat situations, I believe I had some reference to applying the system to non-combat but I think it was just a quick aside, I might work on a full section to give other players some guidance on how and when to use it outside of combat.
But I'm so glad to hear the system is treating you well! It can be hard to tell if anyone is actually playing the games I throw out into the internet, so hearing genuine feedback is super fortifying! If anything else comes to mind, don't hesitate to let me know!