I'm thinking about what feels attainable during the jam window, so I think the next thing I'm going to put my energy into is a HELLGUTS/HELLDROPPERS crossover guide where Hellslayers can fight bugs and bots and Helldroppers can fight demons. I pretty much have the main rules figured out and wrote up a mission type and side objectives for demons in Helldroppers. I'm wanting to also put together a HELLGUTS mission where they face off against bugs and maybe even a true crossover mission built around Hellslayers and Helldroppers fighting alongside each other.
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This is a really full-feeling supplement to Triangle Agency. All ARC options are really fleshed out, most impressively the two Anomaly options that have a host of associated Playwall documents with some really interesting paths. There are also really fun things to play with in the other ARC options and Requisitions. It even contains some lore to justify it within the Triangle Agency Reality. I fully plan on making this supplement available to players in my next game.
Is there a chance the icons in the game (like for chaos, anomaly power outcomes, commendations, demerits, etc.) might get released as assets and added to the third party license? I'm working on some third party stuff and for stylistic reasons and so players can know what they're looking at quickly, I'd love to use them.
Ultimate falconer game. I've seen falconers do demonstrations, but didn't really know much about falconry. This was clearly written by someone who knows about the subject.
The execution is beautiful. There's no guarantee of success, and actually, you have about as much chance that something bad will happen as you have of something good happening. Some of the outcomes where things don't go well are the most interesting and emotional. I was almost a little disappointed that I happened to roll a 10 (the most successful outcome) on my first playthrough (though also happy my red-tailed hawk had such a successful day).
Spoilers in the "describe your bird" section of the image below.
I think this is a great option for a lightweight Fallout game that still definitely feels like Fallout. So far, I've read most of the text closely, skimmed the entire book, and made a character. Some highlights for me were the radiation system and the weapon traits (particularly the automatic and charging traits). The way rad damage is taken and then the mutations that can result from that feels like a really good fit here with an easy to understand system and fun, creative potential with the mutations. The risk/reward of certain weapons because of their traits also adds some really satisfying "crunch" to the game. Roll under systems are often not my personal go-to (I generally prefer the clarity and flexibility of "big number good"), but the mechanics here make it feel really smooth, still satisfying, and able to accommodate variation across contexts. Whenever I get a chance to run a game in the Fallout universe, this is the system I'll be picking up! I might even make some content for it and would love to see others do the same.
One super tiny suggestion that has nothing to do with the game itself: Because it was exported from PowerPoint, the file's "Title" in the metadata is set to PowerPoint Presentation, which is how the tab is labeled if I open the file up in Acrobat or my browser. If you have Acrobat, the fix is to go File --> Properties or Document Properties and there is an editable field for the Title. Clearing this field will make the tab label match the file's name. It was easy for me to do, but not everyone has Acrobat, so having the original files without a title in the metadata would probably ease the user experience a bit.
This is great! I would love to see it expanded!
Loves
- Lots of Tunic flavor in here!
- There are some really cool options hanging out in the Starting Packages.
- The system is solid, taking good systems from the OSR and applying them well.
- The cipher was really fun to figure out! It took me awhile to actually try the key that worked.
- The block/dodge/parry actions are really neat. I like how dodging and parrying are a gamble.
Might Benefit from Improvement
- The Defense system took me a couple reads to figure out, but that might be due to my unfamiliarity with Into the Odd, Cairn, or Liminal Horror.
- When you fail a Will save it says "Roll for Curse" and that's the only mention I saw of curses, so it feels like there might be something missing.
- Some clarity on when stun or stress damage might come up could be useful for GMs especially.
Would Love to See Added
- I'd love to see a mini-bestiary! Or maybe I just need to write up an adventure for this!
- Magic? Given that the magic meter and using different magical items was such a big part of Tunic, I think something simple that integrates well with the system would be a fun addition.
I think this is a great, easy to pick up truly Tunic-like OSR, and I highly recommend it! 5/5! Thanks for making it, SummerTimeAlice!
Loved this! Oracle of Seasons was my Game Boy (Color) era Zelda game, and this definitely gave me similar vibes, including moments of uncertainty and very mild frustration (looking at you, bottomless pits) that I found ultimately delightful. They made the victories that much sweeter.
I thought this was overall extremely well done. I loved the last boss fight. I think seeing comments that some people got stuck helped me know not to cling to any one dungeon too tightly, so I found playing through it all smooth sailing. That was definitely a subversion of the usual Zelda formula, so I understand how people felt stuck.
Thanks for making this charming and satisfying Zelda-like! I'd love to see more of Bird Hero's adventures!
I'm wondering if there are any Discord servers or other places where people are talking about their progress for this jam. If not, I'd be happy to see people talk about what they're working on here.
Here are some pages at the front of Ash Trapped in Cracked Lips. Doesn't show a whole lot, but they're what I just worked on. It has it's own full system, but is meant to let other d20 systems (such as Cthork Borg) swap into the setting fairly easily.
Lore-wise, some of the magic siphoned from the level of the pyramid directly below you comes from the level below them I’d say. Mechanics-wise, it’s on purpose up to interpretation but I’m leaning no, you’re just tracking people you personally recruited so that the number is easier to track and so working your way up seems somewhat grueling and hard to maintain.
GMs need to stop complaining. It's not that hard to balance Tome of Bullshit. It just takes someone who actually understands the game. I never play at toxic tables that don't allow me to be my Prehistoric Feral Catgirl OC Felicia Hardy Onlyfans the Tenth (RIP Felicia Hardy Onlyfans the Ninth). And NO, my character art isn't LEWD, it's HISTORICALLY ACCURATE!