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Andrea "Lord Lance" P.

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A member registered May 24, 2018 · View creator page →

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Comprensibile. Anche se personalmente non condivido il pessimismo che sembra trasparire dal commento.

Non crei un gioco per poi lamentarti del fatto che lo scaricano in cinque. Crei un gioco perché hai la necessità di comunicare qualcosa al tuo gruppo, e soprattutto al mondo, quando lo rilasci liberamente su portali come questo. Se quel gioco ha qualcosa da dire, risuonerà in altri e verrà giocato o condiviso.

Sicuramente, oggi c'è una sovrabbondanza di materiale, in un hobby che è già molto di nicchia, ma non vedo questo come un difetto o un problema. Qui non stiamo costruendo un prodotto che deve rendere; stiamo facendo qualcosa di bello che ci piace.

Per concludere, se mi permettete, vi suggerisco di non rispondere ogni volta in modo pessimistico, sbrigativo e respingente. Io continuerò, così come faccio per ogni singolo gioco che compro/scarico e leggo, a dare feedback e proof-reading. Se saranno utili, e se in futuro avrete voglia di rimettere mano ai documenti, meglio. In caso contrario, nessun problema. 

Kudos per il vostro lavoro e soprattutto per le epiche guide ai giocatori e al GM.

Bravi! Bella iniziativa e ambientazione originale.

Layout e scelta dei font un po' da rivedere, a mio modesto parere. Infine, qualche errore facile da sistemare (vedi ad esempio le tabelle tutte in grassetto a pagina 161-162).

Ok, I understand. Surely, "unwind" communicates unroll, relax, loosen up etc. In the Italian version, we had a flatter translation, which I could re-translate in "Describe how the fiction provides you with an opportunity to recover".

That generic "recover", coupled with the apparently very short-timed actions (take a pill, turn up the volume, punch the wall...) suggests the idea that you simply need a cool cutaway/flash-cut of just a couple of seconds, in which your hero, cornered, takes a painkiller and shouts a one-liner before running back into the enemies; or the chased driver puts his favorite song on the car-audio system, turns up the volume, before attempting a dangerous stunt etc.

I think that it's very easy to misunderstand the idea behind those rules (also, they are so compressed... 😁). The game can heavily change its whole tone based on the interpretation of that single phrase.

Clearly, the previous "Once per run" gives a very precise instruction on how much Stress you can hope to recover in the whole mission.

On the contrary, removing the limit and implying that you only need a quick flash-cut action make it seems as though the heroes have an almost infinite quantity of Stress at their disposal.

Apparently, though, the "standard" behaviour seems to be related less to a hard limit and more to the availability of a downtime scene (either because there's time for it, or because the party actively works to create an opportunity for it).

🫂 from a friend that has three rescues saved from life in a shelter, three problematic dogs that no one else wanted. They are older now, but I hope they'll stay with me for a few more years ...

Logoro, Penny and Mou send their love to Cy!

(3 edits)

First of all, thanks for the attention.

Then, yeah, I like the latter proposal (it reminds me the core mechanic on which the Breathless ruleset is built).

However, in my pamphlet physical Augmented version I have no "Once per Run" text... I have to say that (sadly) I chose to buy the Italian version, however I feel somewhat baffled 'cause there are several typos and bad choices for the translation. I'd need to compare it closely to the english version, but I don't want to "buy it again"... :(

EDIT: I'm also checking online text here: https://cbrpnk.cabinetofcuriosities.games/docs/en/runnerfile  But I can't find that part you mentioned; is that an older version of the rules?

Hi! I'm curious about the Take a Breather action. Of course, it's the main pacing mechanic of the game... but we have not much text to understand it deeply.

My biggest concern is: the examples provided picture this action like an easy/fast one (take a pill, turn up the volume, punch a wall...). Does it mean that the players could spam the move several times even in heated action scenes? 

Let's say a runner is behind a wall, pinned down by several sec guards shooting at him. Player describes the runner spitting, gritting his teeth, inhale a drug shot and... BAM! Can he activate the Take a Breather?  If it's "Yes, sure, do it" then I feel that there's almost no meaning for the whole Stress-related mechanics. That's doubly true if, seconds later on, he briefly remember tender moments with the lost loved one, and trigger the move again.

If the answer is "Well, no, you should do it sparingly, mainly in some sort of short intermission scenes between one action scene and another one", then I feel the text doesn't transmit the right requirements.

How do you use the Move? Is there an official take about it?

Hi! Is that white part on the left high third part of the page fixed/OK in the paid version?

L'immagine del ratto qui sopra è epica. Dovresti trovare il modo di metterla nell'avventura, magari trasformandola in una 2-pages adventure.

(1 edit)

Whooops, I'm a moron. I was really too rushed in writing that message! I mean that (sadly!?) we have too many games to try; so, while conceptually I LOVE Sheperds (and its pillars, included the JRpG bits that you included), PROBABLY I'll never have the chance to play it with my groups... We have a whole spreadsheet full of titles we want to try (and "try" could fill months / years of real life), so I'm enjoying to simply read it. Also, I'm not a youngster anymore... In my darkest moments I start to mumbling about "how many RpGs/TV series/books that I love I will play until my mind turn to a stale old goo?" 

Again, I'm sorry I made you sad 💜

I'll probably never use the stuff, however I love that the money will go in donation, so, shut up and take my money. Have a great year, Michael. See you around here or on Reddit! 💜

This look REALLY rad. Very clean and curated presentation. I hope I'll have the chance to play with it, sooner or later...

Anyway, kudos 💜

(3 edits)

Hi! Thanks for the game.

At page 10, there's a part that is totally obscure to me:

"Shed - Have your character exit the story, and switch to a new character. Repeat steps 2 through 4 of Setting Out, with a new notecard."

I can't find the specified steps.

Also, at page 11 (I'm reading the Dawn file, right now), there are several reference to other pages, but the specified pages are wrong. I suppose you grew the text and missed to update the references.

Hi! I know, it's really a curiosity... However, in the text I read: "The AGENT is materialized with an avatar that mirrors their real body, armed with a semi-automatic revolver fitted with a corner-shot attachment."

Wow, semi-automatic revolvers are really unusual and (imho) unpractical. Also, the picture shown a standard semi-auto pistol like the usual Colt M1911, Sig Sauer P230 etc.

About the game. It feels interesting, I feel that could be even more interesting with slightly more structure and more table inspirations (a-la 24XX, maybe?). Anyway, thanks for your effort! 💜

(3 edits)

The game seems nice. Thanks for the effort you put into it. I read the various (aparently) balanced and linked mechanics: they all seem to suggest a sort of tabletop studied mechanism built to give a specific experience at the table, but at the end I'm baffled by this:

"The spider will continue to grow and return until its power source is destroyed. The power source has no damage track; how long it takes to destroy is up to the GM. Do what works best for the narrative you have created!"

This part, IMHO, jeopardizes the whole rest of the mechanics, turning the whole game into a sort of railroaded play pulled by the string of the GM. I feel that it's a missed occasion to have an honest game that could have the play to fail, or succeed, thanks to the actions of the players and, of course, to some luck/unluck with the dice.

What do you think?

(1 edit)

I love your effort for the community. 🫶

PS: in your file, in the first phrase about student creation, you should add "." or ":"

In the following page, under End of Mistery, correct "remove its weakness"

First things first: thank you. Man, I love the communities built around the games. Also, I love all the stuff that Richard Woolcock does, starting from his massive effort in the Savage Worlds community back in the day. He was like a virtual brother, in those far away days.

Now, about the file. If you accept feedback, I'm here for some typo:

- in the first tables, the titles are TALENTO and EFFETTO  🇮🇹💜

- one of the talents is called CopycaPt

- Infamous: reeeealLy

- Chaos Inoculation: a.  (remove the dot)

-Several commas have extra spaces before them; some sentences in the table are missing the final period "." 

- pag. 11: "the PC can one of the companion’s Perks" I suppose "use" or similar verb is missing.

- pag. 13: "Pick a Perk representing a limit or other form of weirdness" is that a Quirk, maybe?

- No comments about the general text or the choice of words. I know this is a work of love; there's no need to chase perfection.

Thanks for your work. PS: pag. 26 "Roll d20 to see what you" then probably the rest of the phrase is missing.

Nice!!

It looks very nice! 

Thanks for this one! 

(1 edit)

While it looks good, it has no cool mechanics or useful resources, tables etc. to build a really punkish session.

In the end, it's just a light simil-d20 roll-under system, with character creation, combat rules, and a "bestiary".

Aaaaarise!

(1 edit)

This file requires authorization. Maybe you could put it as publicly accessible, only as "reader", so no one can tamper with it.

I love the amount of detail, playbooks, abilities etc. you put into this game. Also, the absurd amount of references to games, movies, TV series etc. even just in the special abilities names :)

Kudos! 👍😁👍

Can you give us a FAQ (or, at least, your point of view) about a situaction?

If a player has the secondary goal "Finish the mission without marking any (more) Harm", and during the mission he ACTUALLY suffers Harm, but he "cures" himself, for example with the Maneuvers, before the end of the mission... Is the secondary Goal still successful? Or do you think that he failed the secondary Goal is lost in the same moment he suffered the Condition? 

Hi. Just giving a quick read. Why I should take THK Grendel when THK Grudge is identical but inflicting double damage?

Questo bello è sempre più gioco!

Ora torno a schiacciare il mio Pop-it!!!

(1 edit)

Ciao. L'idea è bella, ma vedo qualcosa da rivedere nel testo. Sono a pagina 20:

Per un motivo o per un altro, non trovano posto in una società dominata da una violenza e una sopraffazione silenziose e sistematiche e non è in grado di tollerare la diversità. 

 La loro ricerca per trovare ed esprimere loro stessi e li avvicina a quella di tutti i “diversi” del mondo. E la loro vittoria più grande è sempre quella di esistere ancora, nonostante tutto.

La libertà personale, l’uguaglianza e la lotta per la parità di diritti delle persone discriminate per motivi razziali, delle donne, delle persone queer e trans, delle persone neurodivergenti e disabili e di tutte e tutti coloro che si trovano in condizioni di discriminazione e sofferenza sono fondamentali in questo gioco.
(Questa frase non è errata di per sé, ma io la sento lunga e difficile da seguire; consiglio di spezzettarla e rivederla in qualcosa tipo:

In questo gioco riteniamo che sia fondamentale rispettare la libertà personale e l’uguaglianza. Crediamo nella lotta per la parità dei diritti delle donne, delle persone queer e trans, delle persone neurodivergenti e disabili. Discriminazione, odio, xenofobia non trovano spazio fra noi.)

Typo: convito

Nice.

At page 17, Lock description should be "CAN'T be used".

Il punto positivo è che è gratis. Per il resto, ve lo dico con il più grande affetto, c'è tanto lavoro da fare per renderla interessante.

Tralasciamo completamente gli errori di battitura o in generale di grammatica, presenti più o meno in ogni pagina.

L'avventura in sé è davvero poco interessante. Potete immaginarlo come un tour "guidato" e obbligato, nel senso che di esplorazione c'è davvero poco da fare, basta camminare. Pochissimi avvenimenti interessanti per l'avventura in sé,  Qualche creatura in giro che non ha un gran sigificato di esser lì. 

Una "scenetta" con fantasmi che poi sei costretto ad affrontare (zero agenitività da parte dei giocatori).

Un finale che arriva "a caso" in una stanza "qualunque", con il McGuffin che auto-spiega la storia (confusa), e una boss-fight obbligata.

C'è altro da dire, ma basta questo. Consiglio vivamente di farsi una cultura su come creare le avventure OSR, sia guardando le cose già fatte dai "grandi" di questa scuola, sia in termini di avventure, sia di consigli. Suggerisco, fra i tanti:

https://tenfootpole.org/ironspike/?page_id=1201

https://castlegrief.substack.com/p/how-to-design-good-osr-adventures

Alla prossima!

Nice 💜

Yeah, I confirm I got a crash too... :(

This is the window I got:

An error occurred running the Unity content on this page. See your browser JavaScript console for more info. The error was:

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_emscripten_resize_heap@https://html-classic.itch.zone/html/14438329/Build/Hollowspire.v.1.2.framework.j...

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Hi. The page explain that this is a "collection". However in the download I find just 1 monster: cerebooze.

Is this correct?

Suggestion: a VERY slight wearing of the equipment, so you have the need of re-craft something even when you have all the miners maxed-out. This also could keep you "focused" on the action.

You should keep the joyful music for some level more... too soon into the silent and weird, IMHO

(2 edits)

Hi Cezar! We started to play the game last week.

I felt that we needed a "fully inspired" table for the first 4 Questions: I mean, I found the "Something else" result in a 6 choices table not cool enough to start with.

So, here's for the community the 6th choice for each answer, if you prefer to have a full d6 ready-to-play inspirations:

Question 1: Why were you chosen for this mission?

[6] I have a reputation for keeping secrets buried.
They needed someone who knows when to look the other way; and when to make problems disappear.
What kind of cover-ups have you been involved in before, and why do they trust you won't expose this mission's true purpose?

Question 2: What did you leave behind?

[6] A family name that meant something once.
Three generations of honor, respect, and tradition; all gone because of what I did in one night.
What legacy were you supposed to uphold, and how exactly did you manage to destroy it so completely?

Question 3: What did you bring with you?

[6] Something that belongs to someone else.
They don't know it's missing yet—or maybe they do, and they're looking for it. Either way, you couldn't leave without it.
What did you take, and what makes it so important that you'd risk everything to keep it with you?

Question 4: What do you hope to find in the new world?

[6] Redemption.
You made choices; maybe necessary, maybe not. Now, you want to make things right. Not for others. For you.
Who or what did you fail before, and what are you willing to risk to make amends?


Hope you find them useful and respectful of the game spirit ♥

There's a cool review of this game, in Italian, by Stratagemma Firenze:

Cool guy.

about "Not Finished Yet" Trait: I'm not a fan of just-one-time abilities. Could be more fun a mechanic like Schrodinger Cat? IE when you pass the 5,you could be dead, but you can't know for sure until the end of the episode: at that time, you roll a d6, and if you roll the number you overspilled (or less) you'll die soon; if you roll more, damn you'll survive (this time!).

So, if you end at 8 (overspilled by 3), you need to roll 4-6 to stay alive, if you end with 10, only a 6 can save you! 


52:50 Chris... we really need this additional 17th page! 😁


I can't find the SRD... however, looking at the Nomadic page ( https://fari-rpgs.itch.io/nomadic ), opening the pictures in the preview, it looks that they updated the text; it shows d12.