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King Nate

A member registered Feb 03, 2020

Recent community posts

Thanks for the quick answers. That clears things up some. I did come up with a couple more questions. But first. The example I gave with 3 clerics, 3 skeletons, 3 zombies, and a necromancer was just to have 10 monsters with different types when compared to 10 monsters of the same type. So  you're saying 10 monster of different types is impossible for a group of goblins, but 10 monsters of the same type is a standard encounter? Also I'm using 10 clerics as an example as I recall seeing 10 clerics as a monster in one of the adventures. 

So what I'm understanding from your answers is that each encounter only has one monster block regardless of the number or types of monsters? We just add more armor or moves to that monster block to get that feeling? I'm ok with that, but I'm just trying to make sure I understand correctly. 

Only one twist? Doesn't that make armor pointless or discourage goblins from coming up with their own twist? A goblin that has already taken their action die from the initiative would like to jump in and risk something to give a twist to another goblin, no need to bother though as the goblin is wearing armor and already gets a twist from wearing it. Or the GM offers a twist to the player, but the player is like, nope, I'll just use my twist from my armor instead. 

Monster armor and moves are basically the same thing, just one is more flavorable than the other? 

Finally, how do you narrate the monsters dying or running off? If you have 10 clerics with 3 moves, that would give them 2 armor for being in a group and outnumbering the goblins. The goblins hit one, reducing their armor by 1 and I'm assuming killing one of the clerics? The problem being that there are 10 clerics and only 5 (3 moves 2 armor) things to cross off. If the narration says they killed 5 clerics over the course of 5 actions, then that would cross off all 5 boxes and leave 5 clerics still alive. I can't just have them run off and escape, the players would chase them down. So how does this work in this game? 

Again thanks, I like the idea of the game, but I'm having trouble understanding how it works. I haven't found a live play video of it yet. 

(3 edits)

So I have a few questions about monsters as I'm trying to figure out this new system. 

The number of monsters that appear is only used to determine if the monsters outnumber the goblins or do I as the GM have to cross off moves for each of the monsters as each of them take hits? With 10 clerics, each with 3 moves am I only marking off 3 moves or 30? If only 3 does this change if you have different types of monsters? 3 clerics, 3 skeletons, 3 zombies, and a necromancer. Each with 3 moves, would that be 14 moves to cross off total or still only 3 moves? Or am I completely playing a different game here? 

What happens if the players decide to not do anything with a monster? It seems like they are only in danger when they take an action, so if they don't take an action are they not in danger? How do I get a monster to swing a sword at a goblin? If the player decides to do nothing when being attacked, what happens? When do monsters attack in the initiative order?

An example of combat would be nice.

When changing positions, say you are in good position, but something happens that would normally start you in a bad position, do you change directly to the bad position or do you move to standard position first?

What if a monster attacks a goblin that has already taken their action die off the initiative because that's how the fiction calls for it?

How many twist can be added to a roll or is there even a limit?