Such a brilliant work! I'll try to bring it to my table! Congrats!
Reaver Workshop
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É apenas 1 dado, então sim, é impossível passar no teste ao mesmo tempo nos quests 5 e 6, oq acontece é q vc pode escolher ganhar +1 do tesouro em um stat e aceitar o efeito, ou usar uma ação, ou dependendo do caso somente anular o efeito com o tesouro (por exemplo, se estiver em uma tile -1 BODY, pode escolher falhar, porém aumentar a MAGIC, oq pode te garantir o bonus para o boss dependendo se vc tiver em 3 e subir para 4, só um exemplo de uma possível estratégia). Então sim, os dois útimos são mais difíceis. E o 6 principalmente é o mais difícil de todos, pq não tem possibilidade de rolar 2d6 contra o boss, pq o quest stat é NONE (Nenhum). É intencional, cada quest tem sua particularidade.
1. It doesn't say how the game starts, and how its turn loop works, I just used my previous experience with RPGs and assumed you start by rolling the d20 and keep rolling it turn after turn.
2. How the test work isn't very clear also, again used my previous experience to assume it's 2d6 + modifier and has to be equal or greater than the difficulty.
3. It isn't very clear also that the first ruler is success and the second below is failure, I assumed things by text interpretation. The text in front of the rulers confused me a bit.
4. After a few turns I just realized it's just about rolling a d20, then rolling 2d6 and hoping for being lucky. I started excited but then got bored after a few turns. Maybe a little agency could boost things a bit, maybe instead of modifiers each character have limited special skills to use by the player agency, or both, mofifiers and one or two skills.
5. Reaching near the game end I changed from a d20 to d6 or d4, 'cause I kept rolling repeated events and got the same numbers over and over, since by the end you'll have only a few options left. Maybe changing the events to allow repetition could make things faster.
6. In the end I got my second ruler fillied exactly in the final turn (failure), but I was thinking at some point that there's a high chance the game ends without any ruler filled. I would've assumed the ruler which got higher points would be the one valid in the end, but that would be just another assumption and not on the rules.
7. The artwork is lovely, but I think there's enough space in the sheet for a better layout and for increasing rules information and adding character skills.
Just suggestions, your work is very nice! Thanks for the experience!
Greetings Carla!
1. Towns are safe place, no need to roll. But you may decide as a houserule to roll instead, since it isn't in the rules, up to you.
2. Yes, the wilderness are still hostile, roll normally, nothing changes.
3. Only Healing Potions and Magic Scrolls are spendable, as is written in the card, the other items are permanent gear and need to be bought only once.
Hope I clarified all your doubts. I'm glad you enjoyed, thank you very much for playing and for the feedback!
Hey! Really cool work! I'm glad to see another pocket and quick game with original artworks here. Btw your art is awesome! Great to see such a small zine with straight forward rules fully illustrated by hand.
The mini system is very effective, but very luck driven, you just roll dice and hope it works, not much choices to do. You could also reduce the setup part, maybe even including the character sheet in the first page instead of telling how to do it.
Also in fact we get no treasure in the end besides just completing the game, maybe you could use the last page for rolling a treasure which could affect a new game+ or something like that, to improve replayability.
Again, awesome work! Awesome art! Hope to see more zines of the series coming! All the best!
In the video title it says "Stealth Fantasy" here, is that right?
That's awesome!!! But I just reached 9 minutes and came back here to say you're playing wrong with the Event Die. As is noted on the rules, for you the Event Die will always be a d6, and for the Event it is as noted. So you don't convert your Event Die to a d3.
Proceeded a little in the video and noticed you're also doing it wrong when losing Vitality. You lose a quantity equal to the difference between the dice and not only 1 point.
You do gain experience for each resolved line, including events, even if you fail events. Not only by combats. This way you'll probably level up in the middle of the adventure, other way it would be impossible to win. (Unless you do what you did with the Events, losing only 1 point). Leveling up will grant Vitality, Energy and a Special Skill. You mark a circle in Experience right after solving a line.
Common Skills add +2 to an Event Roll. (You could've used Resist Cut which you chose, in 40. Cutting Trap).
I see you made up correcting some rules as you played, except the fact you lose the difference between dice when failing an Event, that's what made everything unbalanced (easy).
You reroll your die only when spending energy.
Changing base vitality also changes current vitality.