Great stuff, love the vibe all around--feels like my kind of game!
ghostlenin
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Love the theme and setting! Being able to spend a WAR DIE to cause a home run is GREAT, and it also has a mechanical element to provide you cover from the fireworks: genius.
This is a tension scenario where the players are the outsider third party to a contest between France and the US to nab the same guy. Small cast of characters, lots of connected areas for a fun cat-and-mouse game.
Ok, this is very funny. The thing that got me was a black and white photo of a hole in the ground with a caption that just says "*Clown Hole". Amazing stuff. Also the concept of a sliding, selectable "normal human-to-clown ratio" is great.
The black and white presentation is generally effective, but the large black-background boxes were hard to read because of how many times my eyes had to switch between black and white. Larger margins or less contrast would help with the eye strain.
The clown enemies are evocative and come with interesting ideas, and so do the traits, even if most of them are incredibly powerful in silly game-breaking ways (which is fun! but use with caution, lol).
First: reading through this document, I learned a lot about the Tlatelolco Massacre--my Mexican history is really lacking--and it's clear that this is a labor of love and pain from the author. I'd say that, from what the author says in the preface about wanting to "spread information on this dark chapter", this is a success on that front. The photos, the colors, the details, the narrative, and the ref-facing info boxes all work together well in telling the/a story of Tlatelolco.
As a playable mission, it struggles a little bit. I think there are a few things that could help out:
- add a map that contextualizes the places that are referenced - the photos are great, but hard to see how they relate to each other since I'm unfamiliar with the city
- setting up the players to be working for the government/bad guys but then wanting them to switch sides to the protesters by the time the fights break out while also giving them the opportunity to stay with the government and perpetuate the massacre introduces an unnecessary tension
- related to 2, perhaps re-shape the mission part of this document where FIST is instead approached by the movement to help defend against the soldiers and the battalion, and then cut right to the action from the Rally onward, so it's more of a tactical skirmish in four phases
It is very, very hard to take a real life tragedy and turn it into a playable scenario for a tabletop game--especially when it's a lesser-known event where you want to communicate what actually happened there to your audience. I really do commend the effort here though; I really did learn a lot, and I loved the photos, poem, and mixtape.
Thanks for the review!! Love that idea about daily differences! And not to self-plug too hard but I wrote a trait for my game FIST: AVALON that does just that:
Fey-touched: An encounter with the hidden world has changed your fate, giving you a wild streak.
◆ Each morning, roll 1D4t o randomly select an Attribute, then roll 1D6 to adjust its score. 1-2: -1, 3-4: +0, 5-6: +1.
◆ Chaos Bolt: you can make a ranged attack agains a target using a random Attribute for 1D6+2 DAMAGE.
HAND is an expansion of the downtime rules from the Ultra book that puts significant mechanical heft into between-missions activity as your merc prep for the next adventure.
It's 50 pages, and most of it is, frankly, a herculean effort in adding specific downtime bonuses and abilities to EVERY SINGLE ONE of the d666 traits. The rules are solid, the trait addenda are evocative, and the helpful Edge Cases section at the end is very useful.
I also like that NinjaDuckie really leans into the bonkers on this - using this supplement RAW, your players can make their characters super beefy (at least at the beginning of the next mission!) to make for even more chaos at the table.
One of the best side-effects of a guide like this is by extending EVERY SINGLE ONE of the d666 traits, it gives players incentives to make different choices and unexpected results if rolling on the table. For the min-maxers it adds complexity, and for chaos gremlins (hello!) it adds an entire new layer of shenanigans.
If you want traits that you've put out in your own Compatible With FIST game releases, the easiest way to do that is to provide me with the following information:
- plaintext of your traits
- link to where people can find your product
In the tool itself, the traits are coded as JSON objects, but to make sure that the JSON stays consistent with the formatting and everything has the right names, I'll handle the conversion.
Thanks for your review!! I always appreciate your thoughtfulness!
About Broken and Tainted, that's an interesting and compelling point, and something I'd want to playtest about to see how it goes over. Making recovering from either of those statuses more beneficial I think would encourage players to engage with it more, but I want to balance that with not punishing players from leaning into never wanting to become Broken or Tainted. Yeah, I'm of multiple minds here, lots to tinker with!
You're spot on about the Alchemist max limits, that'll def be going into v2.
Bastard and Foreigner are in the same design space as Orphan and Scion - more about parentage than about the where. I agree though that in this group of 4, Foreigner is the odd man out.
With Patron, I wanted to capture the idea of a noble being the kind of person that likes (or likes to be seen in public liking) art, but also being very terrible at making it themselves, like the Medicis and Da Vinci or the popes and Michaelangelo. The tradeoff is that Patrons gain the Commission action, which could be quite the game-changer.
This pamphlet takes aim at dealing with the "problem" of having FIST agents that have survived too much. There are 2 paths provided to achieving OLD DOG status - enough advancements, or fulfilling milestone achievements based on their role, which is the main rules innovation here. From there, we're presented with branching options for our OLD DOGS: retirement has 3 end-points, and there's an open-ended option by pointing at high-level play with ARM (which feels like a solid mix of RED and Suicide Squad, a great combo). There are some rules of thumb for ARM Unit play, including a specops team of CROs that specialize in neutralizing OLD DOGS.
Overall, it's a solid set of ideas, and has good enough bones and momentum to hopefully be iterated on and fleshed out even more.
A game is not truly a game until it has a fishing minigame in it.
Now FIST can truly be a game.
The minigame is well thought out and seems like it would be a blast to play. The list of marine equipment is a solid reference as well. The 4 traits are also nice, but the only crit I can provide on the content here is that I would love to see more of these. The one-page mission generator is a great example of how mission generators for FIST should work.
The things that most intrigue me about this doc are the base mechanics changes, some subtle, some large, all in charge - and imo worth exploring further down those lines. I'm talking about:
- stat point buy
- splitting powers (which are traits largely minus the stat and item bonuses) between STREETS and MORTIS
- vehicle use rules
I'm always a fan of the high-concept mashup, and even if some of the source material doesn't grab me that much (The Fast and the Furious, Ghost Rider), I can always appreciate a skelly ramming a muscle car into an undead abomination to protect his family then celebrating at the barbecue after.
The emergency GM tables are going to be great at any session, and the three adventures are all very fun and punchy. Abandon, in particular, would make for a great first game/funnel. The win3.1 aesthetic is a big winner, would love to see a version 2 that carries that motif all the way through the end.
That this is a living document means that it's only going to get more packed with ideas, but even as-is, any FIST GM will get great use out of this.
I will die for Fisty.
There are a lot of really neat and evocative ideas in here with separating the players into an Agent and a bunch of Sidekicks - I can see a lot of fun emerging organically just by players leaning into their identities.
The box-/node-maps for the encounter locations are innovative, but I think this is where the constraints of sticking with a zine format come through - for example, having all the information on p.5-8 all on one spread would make running that encounter very very smooth.
Overall though, this is a really strong FIST op and a fun twist on the format.
One thing though, in the downloads, there's no pdf of the whole thing - just the handouts. The whole thing is there, but as an .afpub file, and while I have Affinity so I can open it, a bunch of formatting and fonts were broken since I don't have those resources on my machine.
There's so much in here! I'm especially a big fan of the TSP (henchmen) rules and the hexcrawl event tables in Act 4. The logic and flow of the scenario is intuitive to any ref running the game, and the player handouts are a nice touch as well. This says it's a "scenario" but really it has enough meat to be a mini campaign on its own.
My only crits are that the inconsistent sizes of fonts and columns make it harder for my eyes to track and scan on the page and that the b/w shading of the different categories on the hex maps are perhaps a bit too similar to each other, they kind of blend in a bit.









