I love the way you've spliced together the systemic anger of cyberpunk with the medieval-ish setting. The class abilities you've written are amazing, and your XP/leveling system is one I want to steal. And the work you and your collaborators have done on the layout really ties it all together in a striking way!
MarshLynx
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This game pulls one of my favorite moves for building a picklist, which is making you pick things you ARE and ARE NOT from a single set of objects. There’s some really juicy ideas to put next to each other here! It also has some excellent “advancement/retirement” scenes for how each character’s story might end.
I also really liked the emphasis you put on how the environmental elements can present themselves differently for different maps/ships/seas/etc. I see it as, the same element can present itself in different ways and with different goals, rather than a setting element that permeates the world wearing various different forms.
I look forward to seeing how this game develops!
I went FUCKING WILD over the implied setting from the word go; this games opens with describing what investigators are and the role they play in a consensus society with no kings or cops; traveling Weird Little Guys who're called in to help figure out what happened before the community itself decides what to do.
The actual gameplay is very cool too: in act 1 every player gets chances to frame scenes where the detectives make discoveries, while using some really cool abilities. Then in act 2 everyone gets a chance to put together an explanation of what happened, structured by a blackjack-esque card game.
You know that scene where all the characters are being interrogated separately, and the camera cuts between them and they're contradicting and backing each other up?
Something weird just happened that you can't quite remember and all fundamentally disagree about. Now you're being interrogated and playing the interrogators in turn.
