There's also the TripTech³ Game Jam running 18 April to May 9.
Also I submitted an entry to the Lean Green Zine Jam.
There's also the TripTech³ Game Jam running 18 April to May 9.
Also I submitted an entry to the Lean Green Zine Jam.
Sorry I wasn't clear. The top and bottom edges of the card are short edges. The left and right edges of the card are the long edges.
On every card, you have that arrow that points "to the previous room", which is always at the bottom of the card when viewed on screen.
Similarly, all the "dead end" cards always have an entry point that leads to the bottom edge of the card (when viewed on screen).
I was trying to suggest that if the arrow sometimes pointed at the left or right side of the card, or the dead end's entry/exit lead to the left or right of the card ("a long edge"), instead of always the bottom, that would increase the variety of layouts.
Hey, just tried to get started today, have a question: Is it just me, or is the Chapel encounter in E1 impossible to beat without Cheats, Secrets, etc.?
Because you can only deal 1 damage, and there's a disciple with 2HP, you're always going to trigger a Hord spawning on Round 2 and every round after.
Am I doing something wrong the order of operations? Are spawns only meant to happen at the end of the Round? Are the Hords meant to stop spawning when the original ENEMIES are gone (as opposed to always spawning when any enemy is on the board)? Is the encounter just meant to be impossible on first playthrough...?
The one-page dungeon format is a tough entry point because you need to be really efficient with your writing.
The main piece of feedback I want to give this is that in dungeon exploration and similar adventures, the aim is usually to encourage player choice and player agency.
Does the player have any choice in what happens next?
And when they choose what to do, do their past actions have any meaningful effect or consequences on what happens next?
In this dungeon, it seems that all routes end up in the same room no matter what your choice is. And it seems that no matter what route to take, there's no way to alter what happens at the end, unless I've misunderstood something.
Very polished, but there's so much packed in here that I think the readability suffers a bit.
I do like the boss fight mechanic, but I think there need to be clearer or more straightforward links between what the Tell is, what the consequence is, and how the PCs can Cancel it. (Let us recall stories of player groups being stumped by children's puzzles)
For instance if a Warden uses "Fractured Reality" and says "The air around the black hole seems to fracture like brittle glass, you hear morbid whispering in your mind", then I think most players wouldn't understand that they can "self-reflect/confession/being true to themselves" to prevent the outcome, or that the outcome would be a copy of themselves appearing. I think they would conclude "space-time is being damaged, is about to shatter completely, and we should evacuate".
Whereas if the Tell was "Each character sees that their own shadow is starting to take solid form. They sense all the darkest aspects of themselves slowly turning into murderous reality" Then the consequence - they have to face down their corrupted copy - is much more easily anticipated, and the possible Cancellation - trying to repress or acknowledge the dark part of their psyche, or perhaps physically disrupt the copy from forming - is a bit more readily apparent.
I really enjoyed the creative concept and play on words in the title.
A bit confused by some elements; mostly the 7 people in the Bunker not being able to fit in the 12 person Rover - there might not be over 5 PC crew alive by this point!). These NPCs are likely to be a significant source of drama/conflict, could be fleshed out more (especially if they attempt to take the rover by force!)
Heya, loved Frieren so I really enjoy the vibe of this game. I couldn't help but cobble together a small cantrip generator - pdf here on my Google Drive if you want to take a look.
Thanks for reading!
When he created the setting and art, Sam has mentioned he took inspiration from the Zelda game series among many others, like Shadow of the Colossus, Princess Mononoke, Castle in the Sky, and other artists like Simon Stålenhag and Ma-ko, along with the designs of ancient cultures from history. That's probably just the tip of the inspiration iceberg.
I have a question. The character sheets have spaces for up to three "Additional Powers".
The only advancement rules I can find is the one sentence "Everything you salvaged during your mission can now be traded for repairs and upgrades or even new weapons, gadgets and abilities."
I assume this is not just exchanging Loot Tokens but also based on the value of the captured derelict or successful mission objectives in the story.
Does anyone have any guidelines for what kind of rate of advancement is suitable? I assume you don't just hand over a d8 Loot Token after the mission for a new special ability.