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Andrea "Lord Lance" P.

A member registered May 24, 2018

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Additional info: about 7 pages long (+cover and character sheet); based on Wushu game system.

What are the latest changes?

Nice work. It's look promising, and it's clear the amount of love and commitment you are putting into it.

I'll follow the developments.

First two trove rows have wrong numbers; probably they are 1-6 and 7-10

Hi. If you can, try to use a dedicated PDF printer. 23Mb for a 2 page PDF is pretty weird.
For example, I opened it with my "PDF X-Change Editor", and used the command File > Create Optimized Copy: the new file weight 223Kb, so about 1/100 of space.

This is a nice, detailed and useful addition to the game. Thanks for it!

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A nice house-rule could be: you gain xd6 each turn, where x is your CHA (min. 1). So you still enjoy rolling those d6s, AND you maintain CHA importance. 

Of course, with the caveat: max 1d6 for roll.

PS: about this part: 

> Once per round, the killed PC’s player adds their CHA bonus (or a d6, their call) to any roll made by another player, before or after the roll.

I like the "spirit" boon bonus to the still-alive allies, but I think that the d6 part doesn't to justice to the CHA ability. You already spelled out that "Wisdom and Charisma are often ignored as “dump stats” in favor of abilities with more combat utility, but now feature uses that should help keep PCs alive." Removing the d6 part will make CHA shining a little bit more.

PS: did you tested the game with at least 3-4 characters on the field? If two or three of them dies during a big showdown, that means that the last one actually can add 2 or 3d6 to one roll, every round, hypothetically boosting it a lot. Can he sum all those spirit bonuses to the same roll?

Sure, sorry for the "dry" feeling of my feedback. I partially blame my (obvious) lacks in English language.

I loved what you did with 2400, and I appreciate all the various 24XX games spawned by it. While it's a micro-game, I surely prefer that kind of rulesets. Aside my preferences for more "modern" systems, I still think that Grave should benefit from the addition of a bestiary, and a set of GM useful tables (in the vein of those found in 24XX games) with inspiring quest seeds, noble names for the bosses, etc.

Nice, however its nature so linked to Knave and OSR is probably its weak point (at least, for me).

For example, the morale rule, or the corruption one, are mechanics different from the standard ones; inelegant, imho, for a 2022 game. Also, could be useful to have at least 20 common enemies, and 10 bosses, useful as starting points, better if created with dark-ish elements, to set a better mood.

Hi! I'm reading the book right now. At page 17 you describe OUTFIT and MISCELLANEUS, but both the list provided include the same inputs. Probably this isn't intended, it seems a copy/paste problem.
Want you double check it?

Hi. This part is unclear, imho:

Probably I'm blind, but I can't find the Ace High file. Apparently, it seems included with the standard game, isn't it? 
I searched outside (here too: ) but I can't find it.

What is the new update of today?

Cool updates are cool!

Nice, thanks for the reply.

Yeah, I totally misread the point 4. 

About the other doubts of mine, I understand that you have very few space, however I'd say that you could try to do a deeper, or cleaner, explanation, as you did here in the post.

For example, you could put a ▢ aside the various Equip. Then, after the description, put the bonus in brackets, ie. ▢ Worn Hunting Rifle with only a few bullets left (+6). Then, put in the rules "Add the bonus between brackets to the 1d6 roll".

This isn't too much verbose, however it helps a lot (also, the square is clearly a space to "mark off", as you write in the rules). Etc.

PS: about the few space you have on the sheets: I find that the whole "3" area in the second page is wasted. You have no reason to keep the log of the various rolls, also (apparently) there's no rules about "losing the game after 12 days" or other time restraints, so the days count space is probably better used for other cool elements (expanded Danger or other tables).

In any case, nice! Thanks again.

Hi. I tried to read the micro-game, however I have difficulties to follow/understand the rules.
In "How to play" it's quite understandable, for anyone already played a TTRpG, until the point 4. Let's say I'm at day 1. I rolled "1" for danger selection (Snowfall). I suppose to start with all the 6 Equipments, correct? I choose to use the 2nd one (Heat Pack)**. I roll the Danger (1d10-1 = "6") and my Survival roll (1d6+1 = 4).
Now, in point 3 I record both the results (4 survival and 6 danger) in the "Day 1" space on the sheet.
Now, what? In point 4 it says to compare the results, and then it says "If higher..." in the 3 rows, but it doesn't say what to do if lower.
The point 5 is unclear too, 'cause it's apparently related to point 4 , but point 4 says nothing about advancing or not in the Progress Track, nor how many sectors to advance or not.
Finally, it's unclear why and how I should roll on the last tables that apparently give effects related to the different Dangers. And some of those results are obscure, like the Medical Supplies that remove 1 "negative effect", while there are not "negative effects" explained.

Note **: I suggest to remove the numbers from the Equipment list. They are useless, and it seems they are related to a 1d6 roll (they are not). Maybe a simple pointed list is enough.

PS: aside from fixing / explaining the rules better, I suggest to expand at least the Dangers table: only 6 voices are really few.

Fantastic. I did some huge sponsorship for the game, mainly as Reddit recommendations, during those months.
I hope the word is spreading, you totally deserve it. You built a good project, and you cared for it all along the way. I'm happy to see you reached a stable 1.0 version.


Hi Michal.

I read the text, thanks to your PWYW set. I usually don't play those "micro games", so I literally read it just as I have skimmed a book in a brick'n'mortar hobby store: I'm used to do it, and then I return, and pay, only for the games I actually play at my table.

If you accept a short feedback:

- I know, it's sad to see your labor not repayed. Our hobby is really niche, so it's really hard to gain a fair price for a game. Also, there's already a good number of fine professional games, and a huge number of derivative ones (or original, but totally oscure ones...). So, if a unknown game want to emerge, it has to be a really damn good one, and create a very good community around it.

- I skip over the graphic / layout part. Simplistic, essential. However, today, even amateur micro-games search for a pleasing aesthetic (just to bring you recent examples I saw, give a look to Matteo Scuttieri's Bloodstone, or Jinx, or Tavern Stories:  )

- I see that you took inspiration from PbtA/BitD games, but you removed all the "mixed success" part. I totally love that part, for me it's one of the best mechanic around, from Apocalypse World onwards. The biggest fun I have at my table with those kind of games is the whole "Yes but..." "No and..." I gain from that mixed results. Consequeces, prices, costs, hard choices, all emerge from that.

- So, from what I see, you often "mark month/s", even on successes. How many scenes you think you'll have during a game? Few, I suppose, 'cause your months/HPs are really limited. Usually games with very few rolls (ie. 1 for each scene or so) create a "detachment" by the players toward their characters: I see that it's easier for my groups to narrate smaller bit of fiction (so, resolving small bits of scenes, in contraposition to moving a whole scene on), so they can be more involved. But of course this is a preference of mine, other groups could enjoy differently.

- It's unclear (for me, at least) if those "months" are really chunks of time from a scene to another one, or not. Probably, not, however calling HPs as months could be thematic (maybe), but it's confusing, if you don't state it clearly. Also, you start with 5 months already marked off, but technically that's more than a season burned away (I'd expect to have 4 months marked off, if a season of my life has slipped away).

- I'm not sold on all the whole Rust/Storm mechanic. Theoretically, seems thematic and cool, but, 'cause it's totally predictable, ie. not influenced by GM choices (for example no "you fail, so I add a Storm sector" or "you can do it, but the Storm approaches" this is a form of mixed success that you don't have in the game), probably it will be rarely seen in game. Let's say there are 2 players and the GM. So, they have 3 Rust point, and a 4 sector Storm clock. They wouldn't fill it, probably, 'cause a +1 difficulty means they probably will have to waste 1 HP/month more for every roll (ie. the same bonus they had with their burned Rust). Also, they wouldn't fill their Rust clock, 'cause they lose immediately 2 months, if they do so, ie. in the end they wasted 2 months, more or less the same if they didn't use 2 Rust points. So, probably in the whole session you'll see those 2 players simply using the first ("free") point of Rust; maybe 1 more for one of the players: this way the Storm isn't activate, and they didn't waste 2 months.
There's no thrill, no uncertainty.

Ok, I think I said all that came to my mind during the reading. Hope you can find it helpful.

Best luck for your projects,


While 4e is not my usual cup of tea RpG style, I have to say that you are doing a very fine job. It feels there's lot of study behind, the whole mechanic part seems pretty balanced and usable at the table. So, kudos from me!
I hope you'll keep polish it , and that you'll find a good artist to obtain a wonderful complete work.

PS: just a couple of personal preferences:

  • I'd change the STR and DEX stat names, to differentiate them more from D&D and other similar products, 'cause those stats are more encompassing. Maybe Power, Might or Energy instead of SRT, and maybe Agility or Deftness instead of DEX. 
  • about Enemy stat blocks, I prefer the whole set for the single Tier put "together". Maybe you can differentiate more with three colors associated to the tiers (cyan/green/yellow?) instead of T1 T2 T3. Ie:
    [T1: 2 2 1 1]  [T2: 3 3 2 1]  [T3: 4 4 2 2]  

IronSworn is awsome. PS: here you can find 3 additional Assets, always from Shawn:
Have a good game! ❤

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Thanks for this document. PS: about the second column, "Behaviour", You could add a line about "roll or choose for every important figure that appear in the game", ie. don't choose to give the Police as whole a behaviour (all cops are bastards, all cops are good, all cops are grey), but focus the behaviour on the single figure (Mike is a bastard cop; Avery is a good cop; Samantha is shady; etc.). This could be an alternative that doesn't see "the Police" as a single element in the setting.

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First of all: thanks. Those sheets are really well done, useful and appealing.
Soon I'll start a test campaign, and I want to use those ones for my group.

Then, my eyes keep falling on the missing space, here 🙂:

PS: thanks for Chartopia entries too!

Hi. I'd test the game soon. In the meanwhile, here's my doubts after a reading: 
- May I mark a square diagonally on the Game Page? Or with "touching" you mean "orthogonal", ie. vertical or horizontal?

I never had the occasion to post here on how good is this game. It feels really complete, and it has a good layout and art. Very recommended.

Slightly confused about this game. It's a sort of middle space between 24xx games and more complex ones, let's say Cortex Prime or Blades in the Dark.

The manual is missing lot of pieces, that, on the contrary, find  space in the "SRD", Lumen. GM details, explanation about ranges, scenes etc.

However, the biggest issue is that all the PC progression is too vague, there are no good examples, there are no even little list of new powers of additional mechanics that you can add to the PC. In short, I feel it unconcluded, or so vague that I could choose instead a system with better defined Playbooks, better management of the flow of the game, more suggestions / tables for campaign, missions, faction evolution etc.

I hope it will grow, in the future.

Nice micro-game. I always have a doubt about the basic rules. If hindered, you drop to d4 every time, or you just step-down the ability die? Ie. if you have a skill ad d10, you drop to d4 or d8?

That layout rulez ❤💀

Hi! Some initial feedback:

Page 4: I'm not sold on Status clocks starting at +2, AND resetting at +2. You say that changes with Status are slow, however I don't feel it. In a single mission you could almost boost the Status by 2, cause if you do well, you could gain 3 steps, so moving from +2 to the first reset, then ending with a +3... almost ready to go up again. Maybe a start from 0, and reset to 0, like the old Hx on Apocalypse World, could be better suited.

Page 5, under Devil's Machine: its goals.

About the Gooser move: mmm... I don't feel it's a good move. I mean, do you usually roll, at your table, when killing a defenceless poor person with your mecha!?

About Case Merge: do all the Cases need this move to actually merge together, or just one? I suppose the latter.

Optimizer: its limits.

Routine Maintenance: its maximum.

Page 9, Experienced: up to

Spotlight: do you have to spend the Beat together? Or can you simply count them, and when you reach 3 you clear stress?

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Yo! I had a couple of hours to relax and improve, so... I did a logo just for you. Do you like it?
Logo for the game

Use it, if you please. No string attached, just put a thanks in the game, to Andrea "Lord Lance" Parducci (or just Andrea Parducci if you are short on space 😁)

❤ Fantastic. I see the "No Fascists Allowed" logo usage is spreading. I love it, while I'm so sad 'cause we need to make such stand so explicit and vibrant, in 2021.

I noticed too. Loooooot of trees.

Hallo! Is this the same game I also see on Drivethru? Am I missing something from it, if I buy it here (updates, additional stuff etc.)? 

I ask it 'cause I see a very different price.

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Bump up. Hoping for replies to the doubts exposed here. 

So cute, the read aloud version! Love you.

Hi. Maybe this isn't the best place to ask, however: in the SRD, under Resilience, I see that you roll on the Omen table "When an attack reduces a PC’s Resilience to exactly 0".

  • can Resilience be negative? If not, why to put that "exactly"?
  • Anyone with a full inventory (all slots filled) is "reduced to 0 Resilience". I suppose this doesn't activate the Omen, correct?

Finally, while I see the importance of the Souls (and I know Dark Souls well 😁), there are really few suggestions about their value, rarity etc. I mean, if a single Soul can be exchanged in the Bonfire for a permanent +1 to a Characteristic, a single soul is hugely useful. You can easily "break" the game with them.

Also, no suggestions about exchanging them for equip, and there are few details about Soul Remnants too. 

Finally, this is a RpG, so you usually hang around with a whole party. What if you die, but your pals are around? You resurrect to bonfire (so, probably far away from the action, for a while). Can your pals take your abandoned souls? If this is the case, then there's almost no need to the "don't die twice or the souls are wasted" rule.

Thanks in advance.

In addition to the previous post, other clarifications needed:

10) Assassin ability: just to be sure... ANY card, so he follows no rules? For example, God's power is a red 10♥; the assassin activate the ability, then place a black 2♣. Is that card treated like a red 10♦, correct?

11) Mage ability: what happens if the God's card you take isn't playable? Let's say I take the only black card, and the others are all red. Can the Mage simply keep it in the hand, or he need to discard it, if unplayable? Or, he can't activate the ability, 'cause all the text must be followed, ie. he need to take it and play it.

Thanks in advance.

Yep. There's no "exactly match the value" occurrence, explained in the "Attacking a Card" section. So I presumed that every Draw will become a Denial. I understand that getting a Denial is really rare.

Also, in one of our play runs, we got a sort of draw match too. Ie. At the end of the round we beated the 300HPs of God, and he beated the 100HP of us :)
This occurrence isn't explained in the "Victory or Loss" section.

Here's additional clarification requests:
1) is this game intended to be played with no conversation between the players? Do we need to keep our card hidden (apart from the declaration of the highest one for the initiative)?
I'd say "no" at both the questions. It feels as a full cooperative and talkative game.

2) why the initiative phase every round? It seems time consuming, and almost unnecessary for the game. To be honest, it seems just a way to turn some Hero Archetypes abilities slightly less useful. But, sadly, those abilities are already less powerful than other ones, so I feel there's no need to have an initiative mechanic.
Probably the players should go in the order they like more.
Let's take an example: Reliable Mentor ability. The text says "This round any card set to the discard pile due to a Hero activating their ability is instead placed back into the Hero's hand." So, I find that this round confusing; I mean, let's say that the Mentor is the last one to act, due to the initiative mechanic: other heroes that already acted, using their abilities, can take back their cards from the discard pile, or the ability isn't retroactive, so it's useless if played late in the round?

3) Youthful hero. He can take another action too, I suppose. it says "All Heroes...". However, what's the timing? You need to do a full round, then repeat? Or you do two actions in a row, then pass to the next player, and he does two actions in a row too?

4) Monarch ability. There's no "discard phase" in the game. So, hypothetically, you could have infinite cards in the hand. Correct?

5) Fighter ability says "adjacent", but theoretically "the order doesn't matter", as written in "Setting Up the Battlefield". Then... Should I pay attention on how I place the God's cards, and what happen when I usually discard those card following an attack? Should I leave "holes" in their position, so I have to replenish the "holes" at the end of the round? Should I move them to the left, then draw the new God's cards following on the right side? May I shuffle them 'cause order doesn't matter?
Also, important, do this card have to follow the color limitation, on both the God's cards?
Also, I suppose the value of the single card is compared to the 2 God's cards individually. Ie. let's say I put a 10♠️ vs. a 2♣️ and a J♠️. At the Calculating Damage phase, do I inflict 8 damage and suffer 1?

6) Summoner ability. Am I obligated to use ALL those 4 cards? What if I can't (ie. God has only red cards, and I drew 4 black cards), or if I won't do that? Is the turn "wasted" and some/all cards discarded?

7) Warrior ability. Do I need to follow the "same color" rules? Because it's curious the exact distinction that you do "one each to their own Power Card" or "All together to attack one". Let's say that I have 4 cards in my hand; one is used to activate the Warrior ability; then I have 3 cards remaining; I can use 1, 2 or all 3; but apparently I can't use 1 on a God card, and the other 2 on a second God card. Is this intended? I suppose not. 

8) Summoner ability. It's somewhere similar to Warrior ability. However, instead of using the remaining card in hand, he gains 4 brand new. Correct? While those new cards are unknown, I'd say it's probably a better ability. However, the doubts are: does the Summoner have no rules/restrictions (a-la Warrior)? Can he use multiple cards on a single God's card? Probably not. So, he need to spread those card on 4 different God's cards, if he can / have to match the colors. Correct?

9) Ranger ability. Do the extra cards to the side, taken from the Discard pile, stay on the table for several turns? I mean, let's say that, in the turn following this ability activation, a player choose a card from this "side deck". Now there are 4 card remaining. No other player choose from the "side deck". The following turn, I still have the "side deck" with 4 cards inside?

Side note: 'till now, we played drafting, a-la Magic the Gathering. Ie. we rolled a d20 die to randomly choose our Archetype (of course, rerolling values over 15). We wanted to face random situations, to better adapting our style to the actual battlefield :)
I don't know if this can be interesting to be spelled out as a standard feature of the game, or if it's just a quirk of our group :)

Thanks in advance for the attention. Also, I hope this feedback can help to describe the rules in a clearer way (or at least, to put some useful FAQs to help other players).

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Hi. I have a doubt. Is the Denial done with a single card, or can you do it with several one? Ie: God's Power is a 5♠. Do I need a 5♣? Or two heroes can do the Denial with a 2♠ + 3♣?