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gnomio

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A member registered Oct 03, 2018 · View creator page →

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Thanks and the word "HOTSHOTS" really did a lot of work in my entry! I'm not sure if it's common parlance, but in logistics a HOTSHOT is a very expensive (generally unplanned) movement of freight. HOTSHOT couriers in the real world can be pretty colorful characters.

I rated every entry and it was great fun. Encountered some great mechanics, and some really novel approaches to the theme and to game design in general. It's very worthwhile to go through the process, this is a boiled down way to encounter a lot of design concepts.

Very good comments, although part of the bare bones background includes hints that there is more to the setting (what alien device extinguished the sun and why? why are there still bases on Canada, Mongolia, and Deimos?) The goal when expanding this out wouldn't be to lean away from tropes, but to lean away from heavily prescriptive settings and into a more evocative Moorcockian style where things are labeled but seldom described. This to me isn't an often enough explored area of game design, where a lot of words get spilt on prescriptive settings that have less interest than the designer might expect to the players. I'd be curious to see what you think of Version 2, which is shaping up to be about 50 words longer in the main text and have several "Obstacle Tables" that are used to bring out some tone in the flesh of the universe.

I really liked the thematic elements present in the writing, and the differentiation of characters being the dice in their pool versus the dice assigned to specific attributes. I think the text implies that you are almost always going to be in the dark or in the cold, and often in both, but a little more detail on challenges and setting would be welcome. For instance I'm not clear on whether "burning" passes the challenge, and there must be some limitations on the creation/movement of heat and light in the setting. I'm not sure if it's your intent, but I could envision this as a very tight pseudo-dungeon-crawler that players would have a ball with.

I love the idea of the subway as a setting. My entry also uses a mechanic where the GM rolls for the number of "encounters" upfront, but the linearness of a subway system really lends itself to that idea. I like the idea of commuters as characters too. I think this probably cries out for either simpler (a route has 4d6 platform stops) or more complex (a subway route generation rulekit) rules governing the creation of the line.

I think this could be made into something really fun and unique, though the dead sun is implied at best. I hope you keep with it.

I like this a lot, but I think the resolution may be a little too easy in practice. The target number is not that hard to hit with a relevant secret, so the tableplay may be too snappy for the timer values especially with pausing involved. This could also be very cool as some kind of express game where you have 30 minutes to solve 3 problems, and no ability to put time back on the clock. It could also be very interesting if expanded out further with time being added/subtracted during play. Really neat ideas.

There is a lot of content here that could be unpacked into a bigger framework. I liked the Solar/Shadow interaction and it would be interesting if that went further. I think the failure chances are going to create a real frog-in-the-well situation that doesn't fit the very evocative flavor text you've included. With a little tweaking I think they could have the players feeling they are "addicted" to their powers, trying not to be consumed by them, but this isn't quite what happens now.

I took from your preamble text the rule that the temperature should change every 4 hours and assumed that was the kind of standard action duration (so failing at making forward progress would result in the temperature dropping). Because the consequence is a more difficult subsequent check, this would encourage people to share secrets -- a good concept I'm not sure there's room to build a rulekit around in 200 words, with everything else you're doing. Nifty.

I think there's some fertile ground to be mined in the idea that the composition of your dice pool says something about your character, and that you lose dice from this pool. This could be explored more in-depth without the constraints of a 200 word RPG but seems like it could create some really neat interactions. Cool idea.

Thanks that's pretty much what I was going for and also Canada needs more RPG love. I picture the Canada base being a descendant of SNOLAB.

Thanks very much. I have a file started for version 2, and some ideas for single-page expansions to give the GM and players more options. (and squad rules!) I would love to get feedback to incorporate if anyone is generous enough to run a playthrough.

That is a really neat mechanic to build the "map" and establish the available resources on it, is that something you've seen elsewhere or was that original to this contest? Well done.

Clever interpretation of the theme. :)

Thanks! I think if you mishandle a terminal you might Retire after almost costing your crew their lives, versus Perishing which might be more suitable for a failed roll against a carnivorous rock or such. :) I think if I went further with this I'd probably let a squad develop based on characters being "out of commission" for X missions so that the people who lost their nerve on mission 1 could come back on mission 3.

Nope that looks much better, what I see is in the attached screenshot. I am just opening in Notepad on Windows direct from the download. Certainly possible there's some setting on my end futzing it up. I've opened quite a few other entries and they've been fine aside from some very minor formatting inconsistencies, though. Thanks, the screenshot below is a lot easier to read!



heads up your formatting seems a bit messed up (no line breaks)