Thanks! The class still needs more playtesting for balance purposes, so the numbers on Crane Stance might be a little off. The current values were chosen so that they didn't overshadow other defensive options, such as the Barrier spell.
RollForThings
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Hi! Glad you're liking the game.
Jolly Co-operation: A friendly NPC summoned this way is Level 1 and has a random Class, as a way of succinctly giving the player some stats to work with (3 HP and MP, 2 Strength, a random Power and HP/MP boost). I didn't intend to give friendly NPCs Sunlight Drink or other Items, but the rules are ambiguous, nothing says they can't have or use Items, and it would be a little inconsistent to use only some of the Hollow's character setup list. Short answer, NPCs can have starting Items like the player character would. Just keep in mind that they can't gain more Items during play ("you" refers only to the player character when the rules mention gaining Items and Souls), and they are limited by the same rules as the Hollow when using Items and Powers. On that note, a character may use Items or Powers up to [their level] times, but not Items and Powers in the same turn. The Hollow and their NPC allies use Items and Powers separately (you are not using their Power, they are), but since they are Level 1, they can only use a Power (or an Item) once per round.
Each round of combat, dice pools are rolled for each side of the combat, so if you have an NPC helping you, roll the group's dice together and pair them off against the enemy side's dice as you like. (Or, simply deal damage based on dice showing 4+ if using the Furtive Grasp rules.)
The first rule in resolving dice pairs says that the lower die's owner takes damage; if you want to be technical about it, you might roll the Hollow and the NPC separately (or with different-colored dice), keep track of how they all pair against the enemy, then deal damage accordingly. But personally, I would just distribute the damage between allied characters as you like. (And in case of Furtive Grasp rules, you kinda have to do this, since the enemies don't roll dice.)
Randomizing Realm Creation: your idea sounds pretty cool! For Embers of Morndrin, I stayed fairly minimalist about building out the world mechanically, but it's definitely open to experimentation and add-ons. If you do try out your idea, please let me know how it goes!
Excellent safety tool, especially for online play. For an online convention game I ran, I put the spreadsheet version of this into a google doc, shared the link with my players, everyone could anonymously edit the sheet, and we were ready to go in a few minutes. Fantastic utility, thank-you for making and sharing it.
Looks great!
Highlights:
- Taking on an injury or a flaw is a nice way to lean into the pirate genre
- The use of public domain art
Constructive Criticism:
- The Meet the Pirates section coming before the The Rules section means that a reader is either looking at the characters with little context for what most of their stuff means, or they're flipping past the characters to learn how the game works before flipping back.
- A couple of different fonts might help the graphic design evoke the era, like a distressed font for display text and a serif font for body text.
Overall looks super cool! But to give a bit of constructive criticism on the layout/organization:
- Placing the Characters section before the How to Play section means a reader is looking at all this character info without context, or is skipping past the character section and flipping back to it after learning the basics
- The body text is relatively slow/difficult to read
Hi! For this game, all you need is the document itself, a pencil, and a bunch of six-sided dice. Embers of Morndrin comes with the base rules of the game and a pre-written assemblage of regions and encounters to play through. There are also tables to help you randomize any extra NPCs, items etc if you like. Extra tools (like oracles and such) might be helpful to build out some fiction and description (this is not a very fiction-heavy game on its own), but all rpg materials needed to play are in the book.
Good question, it is a little ambiguous.
When I wrote the rule, how you've described it was the intention. Fighting two foes with a strength of 4 each is essentially fighting one foe with a strength of 8. While their strength is combined, their HP pools aren't, so as soon you reduce one foe to 0HP, the foe side has 4 strength. But yes, running into two foes without a certain level of strength and/or HP pretty much guarantees a bad time. Mirroring the Dark Souls inspiration, it's intentionally brutal and stacked against the player.
All that said, I think I prefer the way Jake Zemeckis handles this! It remains punishing on a bad roll, but it isn't guaranteed to hurt you a lot even if you roll well. IMO Jake's version is probably the more fun way to handle double enemies using furtive grasp rules.
I figured it'd be handy to have a thread sharing SRDs and other frameworks to help springboard the game-making process. Here are a few (free) SRDs I'm currently reading and considering.
Passkey, by Penflower Ink. The focus here is that when facing a decision point, a player can either rely on the dice with a luck roll, or choose to succeed by spending a finite resource (Effort Points): the more EP spent, the fewer strings attached to their success. https://penflower-ink.itch.io/passkey-srd
Lumen, by Gila RPGs. Lumen uses d6 pools, weapons, powers, and round-to-round health/energy drops to produce tactical but fast conflicts inspired by video game action shooters. The Lumen games I've seen are a bit more complex than a one-page limitation, but a small make would probably fit. https://gilarpgs.itch.io/lumen
Breathless, by Fari RPGs. In Breathless, stats are associcated to a size of polyhedral die, with roll-high success (5+ is full success, 3-4 is success with complication, 1-2 is failure). Each time you use a stat for a roll, its die ticks down by one size, gradually wearing out your character. You can "catch your breath" at any time to restore your original dice, at the cost of the GM moving in a big way. https://farirpgs.itch.io/breathless-srd
CaltropCore, by titanomachyRPG. CaltropCore features d4 dice pools, with each value on the d4 mapping to a different tier of success/failure. The SRD outlines two different modes of play: stat-driven, where a host of stats will tell you how many d4s to roll; and token-based, where you build a dice pool out of tokens spent to better your odds. https://titanomachyrpg.itch.io/caltropcore
Please feel free to share any other system / game design toolkits you're familiar with!
Hi! Glad you're enjoying my little game.
Furtive Ash is handy for the following situations:
- If you used Running Away / Running Past rule to escape a previous encounter, and you don't want to attempt the same on the way back to the Bonfire
- During a fight when you're concerned you may die, and you don't want to leave escape up to the luck of the dice
- Escaping Bosses, since you can't use the Running Away / Running Past rule in fights with them
Hi! I'm Jake (RollForThings), a Canadian from the Muskoka region living abroad in Taiwan. I enjoy designing and writing games, especially one-pagers and ttrpgs in the "story game" sphere. I'm Magicalflyingart's partner and we've collaborated on a few projects as co-designers and as a designer-artist team. Excited to get into some specifically Canadian inspirations for game-making!
Hey, thanks for the detailed feedback! Squire is definitely still rough in places, and I'm considering fully replacing one or two of the Skills. I'm gonna be fairly hands-off with the Class until it goes through some playtesting, but all feedback is greatly appreciated and I'll take it all into consideration when I do a revisit. I'm pretty glad that my design goals for the Squire came through -- you spotlighted them exactly!
Awesome! Aw man, I love seeing how people set up their tables, and using dice to track the numbers is a great idea (there's lots of writing/erasing in this game). And yeah, it's definitely an opportunity for people to test their vast quantities of dice.
Speaking of, another part of the supplement is a rules variant that uses less dice, which I'm going to release early for playtesting. Essentially, just the player rolls dice, with 4+ counting as success vs enemy Strength as a flat value, and a few other rules are tweaked to mesh with foes not rolling dice. This variation is focused on streamlining solo play, but if you give it a read/try please let me know what you think!
Hey, thanks for playing my game, and an extra thanks for telling me about it!
1. Running back to the Bonfire is completely unrestricted. You can do it as much as you want. This means, just like the in the video games it's inspired by, a player is free to farm the first zone and over-level themselves. However, it gets more and more expensive to level up the more you do it (three times your current level) and enemies in later Realms drop more Souls per Encounter. Ideally, a player gets bored/impatient with the weak stuff and moves forward, but when that happens is up to the player. Some players want a safer experience than others.
2. Brutal is meant to trigger when the Hollow has zero successful or tied matchups in a round. Leftover Hollow's dice that don't find pairs are effectively discarded.
3. The intention with Volatile is that rerolls allow the damage to be avoided. The Hollow decides in which order the conflicting dice pairs resolve (p3), but the rules aren't clear about when non-dice things resolve. Thanks for mentioning this, I'll try to update the rules for greater clarity.
4. The Lost Soul and Hidden Cache secrets work as you interpret them: you can gather up to RN+1 of that thing over the course of several Bonfire resets. I wrote it this way to emulate hidden drops that scale up as you reach tougher areas in Dark Souls, and to pepper the gameplay with several rewards over try-die-repeat attempts rather than a one-time lump sum and then an empty Encounter after. An alternate rule, "you find [RN] Souls/Items (does not reset)" might vibe better with some players, but I haven't tested the idea yet. I'm also working on a supplement that introduces more impactful, found-once-only items, which might scratch that itch. That should come out later this month.
Once again, thanks! Feedback means a lot to me, and I'm always happy to answer questions.
Thanks so much! I use Affinitiy Publisher for layouts and Designer for some of the graphics. (It's currently 50% off for Black Friday and there's a 6 month free trial for anyone who wants to try it out.) Formatting is based on a one-page zine guide that I got from Star West. And the header font was availble free online (Optimus Princeps).



































