I'll add a couple more for you!
Sleepy Sasquatch Games
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Hey!
If you are in North America, your best option would be from Knave of Cups. They are selling physical copies, while they last, starting tomorrow. Check out the website here: https://knaveofcups.com/
If you are in the rest of the world, I had a print on demand option being setup with DriveThruRPG. Waiting for my final proofs before I can launch that.
Hope that helps!
I'm here almost daily!
1 - I believe you could use it for any variation of a LUMEN RPG if you switched over the encounters. I use the specific ones for LIGHT. Feel free to edit the document as you see fit. I'll even publish an editable format today for you and update the license to be CC BY 4.
2 - A solo strike is 1 person by default. To play with more players in a strike, multiply the number of enemies by the number of players. This provides enough things for everyone to destroy during the strike.
Let me know if you have any additional questions.
- Cody
Thank you for the review! I'm elated to hear that my little game has brought you so much delight through worldbuilding to you. It is always amazing to hear feedback from players on how the game worked for them, and even if it didn't!
I hope you continue to enjoy wandering through the dreams of your world.
All the best,
- Cody
Thanks for the request! I've done an errata/FAQ for my other game, GLIDE, and should really do one for Courier. I will add that to my list and have one by the end of this month.
As for your question... This is actually an error. It should read 'connected'. Thanks for pointing this out!
Hope you get around to playing one day. I appreciate your support and feedback!
- Cody
Absolutely! I will include some information on the main page for the license, including branding and what is considered fair-game for third-party creations. I'm fine with creations being sold by the creator, as long as they include a "compatible with GLIDE" declaration and the logo (as mentioned). Will need to do a bit more research as to how other print games handle this, so give me a few days before the update is available.
If you have more questions, please send me an email at sleepysasquatchgames@gmail.com, as it's easier to correspond in long-form.
Glad to hear you are enjoying it so far!
When moving through multiple cells, you should explore both. If you get a combat on the first cell, and then another on the second, third, etc., skip the additional combats and re-draw the location until it's not a combat location. This was a gotcha moment in playtest, and often lead to players being defeated, which is not always fun.
Let me know if you have any other questions.
Great idea! The core design was to create a power fantasy, after a while, for the player essentially making some encounters a complete mess for the NPCs. It felt a nice balance with the beginning of the game where you feel endangered by many encounters.
Your house rule makes sense and seems great if you don't mind rolling more dice!
Great question. 10+ cells is really too far from the center, if counting directly from the center. The idea was counting steps from the location you take the quest, so moving 1 hex was 1 cell, 2 hexes would be 2, and so on. Once you reached 10, you could place the new location, or deliver the quest. Sorry that it wasn't very clear!
I will provide an additional maps in the downloads for more options and a larger overall play area.
Thanks for sharing, Melv!
I enjoyed your video a lot. You mentioned it was a "perfect starting point for solo role-playing games", which is interesting to hear. I put a lot of different systems into play with Courier, and honestly though it might be overwhelming for newcomers. I'm a big appreciator of "roll-and-write" games that provide you a world to explore beyond just the title it belonged to, and tried to emulate that feeling in Courier's design. Glad you saw the potential there!
The faction system was a bit of a letdown for myself as I really wanted to do more. Your solution of a "tension system" was really cool. I will keep that idea in mind for future games and any potential expansions to Courier. It easily emulates the control shift of factions that I really was aiming for but didn't achieve and you explain in in such simplicity that I'm sold on it!
Very happy that you could homebrew some rules to keep things going smoothly and resolve any logic issues, such as 2 trading posts directly beside each other counting as a single location, so that you can't just go between them and make a fortune in a small amount of time.
Appreciate all your kind words and feedback.
- Cody
Thanks for the feedback! I don't have any immediate plans for an expansion as people would likely want a print run and the game launched over a year ago, so the excitement for it is likely very low.
The physical copy looks identical to the digital. I've attached an image for your reference (all the extra stuff is included, minus the meeple):
If you are interested in a physical copy, please contact me at sleepysasquatchgames@gmail.com and I'll arrange a discount if you already purchased a digital copy!
- Cody
Hey!
Thanks for the questions. Combat should not be possible in a faction location unless it is the faction that that location belongs to. This is a problem I've been asked about before and need to include in the errata. You could treat this as a one-off combat encounter as well, your choice. It should be assumed that each hex is larger than just the location inside, so encountering Raiders is highly possible as they would be out-and-about doing their thing.
As the game stands, Raiders cannot take over faction locations. There are some unique rules in the game that will change faction ownership but never for the Raiders. It is briefly mentioned, in my scrapped ideas section of the game, that I wanted to include Raiders moving across the map and taking over locations but didn't include it.
Every time I revisit Courier I see another issue that I wish I could go back and resolve for the printed copies. :)
As always, let me know if you have any more questions.
- Cody