this is great!
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I had thought about adding some simple roll tables for NPCs, encounters, ect. But I don't want to tie it to any setting or genre. I might just add a few tools to help a GM incorporate it into their story, like a list of vague hooks or reasons why the PCs might sit down to play. I could also add optional rules to make it a gm-less one-shot rpg in itself.
Any feedback you want to share is welcome.
Hi Matt! I wanted to run this adventure but didn't want to have to rely on the web page, so I made a simple reformatted version for my personal use. But I also thought others might benefit from it so I created a quick itch page for it here (the password to access to page is "mightier"). With your permission I will make the page public, or you're more than welcome the host it on your own page instead. Let me know. Thanks!
Here's another opinion. I like the layout. It reminds me of Into the Odd. And as someone with reading difficulty, this is much easier for me to digest. I'll pay for extra pages if it means I can read it.
Thanks for the response. It could be because I was a late backer. Other folks on Gamefound in the comments section are having similar issues. I had sent "you" a message through the gamefound site about a week ago, not sure if you're receiving those messages.
My email address is [redacted].
I love what you have so far and am excited to see how it evolves.
Some feedback after reading (haven't played):
- 4 skill buckets is the correct number :) and I wish more rpgs would do this.
- Combat sounds overly complicated and there are many steps involved to resolve a turn in (perhaps not once you are used to it though).
- I can easily make assumptions, but it's not explicit how to resolve ranged combat.
- A turn being a "trading of blows" reminds of something like Troika!, rolling to see who comes out on top. I don't have issue with that approach, but then using "attacker's weapon dice" versus "defender's armor dice" seems contradictory to that narrative. And it creates mechanical advantages to attacking a certain foe that may not make sense narratively.
- Personally, I would rather see a wider variety of Paradoxes, even if it means fewer of them; like the Sorcerers' Calamities tables from GLoG v2.
I hope this feedback is helpful. Cheers!
Doctor Sam Beckett stepped into the Quantum Leap accelerator and vanished. [...] His only guide on this journey is Al, [...] who appears in the form of a hologram that only Sam can see and hear. And so, Doctor Beckett finds himself leaping from life to life, striving to put right what once went wrong, and hoping each time that his next leap will be the leap home.
I love the concept, but personally don't care for how the statistics work out for rules-as-written. I would make the following modifications at my table:
- Disadvantage: if the character is hindered by injury or circumstances, role 2d4 and take the lowest.
- There are three possible outcomes: 4 = Success, 3 = Mixed Success, 2 or 1 = Failure. (You could grant "critical success" for rolling more than one 4).
The consequences of these changes are shown here: https://anydice.com/program/27ee5