This game is... particular, I can see the appeal, but I just find it funny to kill monsters and tactically getting an advantage on them. Yes, I became friend with some orcs who didn't wanna die, but mostly I've killed theme and, I mean, why I shouldn't? They killed countless adventurerers before me so why should I feel guilty? Also I find the pretense to "decolonise rpg" stupid, since rpg aren't a product of the colonial era or mindset, all your just saying is that it has a japanese setting, which for me it's a big plus since I'm tired of playing medieval europe, but stop trying to paint it as a battle against whomever, I just want to play rpg and not to think about politics, it's just escapism and I like it that way. Overall if you're looking for non conventional dungeon crawl with a strange japanese inspired setting I recommand it.
Homegrown
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The dice throws, for example, renderr you capable to do superhuman feats even if you're just a poor old smith. I suggest to add some kind of minor action mechanic so that you can still escape and do your stuff when something in rp turns wrong without having to end your turn and hope for the dice. Also there should be a mechanic to do more heavily interlaced stories, because now it's a nightmare to do. The main thing is the turn limit, me and my group wanted to keep playing but it was almost impossible after the turn limit, so maybe find a way to make ALSO long campaign and to have more kingdoms than one with different problems. I hope it's useful and good luck with the 2nd edition, I'm looking forward to it.
I plan on using the MYNT system as a base, adding combact rules, classes, skills and a leveling system. The main theme for the RPG should be Retrofutiristic and take place in an alternative 2040 with cyberpunk and dark fantasy elements. In short is an “If 90’s and 80’s action movie did really happened”.
Thanks for the response.