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samfastic

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A member registered Aug 30, 2015 · View creator page →

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Seems like a very good use and extension of the havoc engine, feels very mechanically whole and coherent, and presented and written really well!

Loved the inclusion of quipping into style points as feature, and how the GM attack dice work (and are countered in the scene).

Automatically creating a sub-crisis to rescue a downed character is really elegant. I love how that brings any other character into play in rescuing the character in any way (instead of more trad rpg with specialised healing actions/characters). Feels very havoc-y but also mechanically sound and satisfying.

The tension track and responsibilities feel like they link into more long lived structure, the GM tables and structures are really strong and useful. My only complaint is I would have been happy to read even more, especially on the GM side, about a world and setting in which these super actions and responsibilities take shape.

Wow! The graphic design and illustration is immediately so great, sets the tone. I love the theme, especially the arcane weirdness that comes through in the instigating events, those really brought the setting to life for me (I would have loved more, maybe even some things to play off beyond instigating).

And the characters really build on top of that again. It's hard to tell without play testing, but the little mechanical details throughout seem like they would help support all the flavour with just a little bit of choice/tactics/crunch when you want it. The D8 variations of pigman are clever, and I think would be fun and easy to run. 

Feels like some nice and detailed self-balancing rules to construct a mech. I think working out my monster mech conceptually and mechanically would be the fun part (and is where the focus is).

I could see this working almost as a drop-in in another game? Like otherwise normal sized characters suddenly got involved in a mixed up mech/kaiju situation, this would add some nice structure to that.

Thank you so much for taking the time to read and for the positive comments!

Your suggestion around re-ordering makes sense 👍🏻

Some ideas densely packed in! I'm having a re-read to understand. Having an "In Character" meter go from out of character to a canon event sounds cool, and evocative, and usable!

I was trying to picture myself as the GM and how I would create an overall scenario that would kick things off and keep all the different player characters invested in each other. Making the Author a bit more of a shared enemy to defeat (you allude to this a bit in the short version and where to end), and/or having some tables to roll on as a GM to help suggest my meta-fanfic starting point would be welcome.

Thanks for the comments, good feedback throughout. I think your point around the minimal stats, that it risks the focus being on justifying the actions is a good one.

No characters can't die, or leave the game, so injured has limited impact, max injury is not death (I should have pointed that out). That's a simplification around having people sit down and go start to finish in one sitting with no one left behind, so hopefully the GM can make it seem a bit scary and the players finish the game before that start to make things too hollow.

I'm definitely not sure about the pacing and number of successes, it may well be too slow at the end.

Felt the energy and the characters are cool!

Belief mechanics were interesting, and probably agreed with your comment at the end about adding more narrative objectives (or more evocative in other ways).