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Templar51

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A member registered May 16, 2020 · View creator page →

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Hi Maxwellchris,


Thanks for checking in, it's been a busy stretch in my IRL job, but after this week I've got some time to get my nose back to the grindstone. 


I've got the final edits lined up for the first printing of the Amazon book, and then I'm going to be finishing up the stat box for the adventure module, and then working on creating the expanded rulebook. 


I'll also be submitting this project to a competition that's being run through chaosium games once I finished up the edits, and hopefully just keeping going. 


I work in education, so I'm hoping that this summer will give me a lot of opportunity to make a lot of great progress!


Thanks so much for the interest, as my number one super fan! It really makes a big difference having people interact with the content.

Also, the art + cheese puns are great!

Incredible! I didn't gnome their was such a flourishing gnome-related lasers and feeling subculture. LOL 😂

Cool game!

You passed your pun check! +10 gnome power!

The game is a paid product, but I have included tons of community copies for reviews! 

I like your use of the 'expanding trigger' mechanism. Making something more likely to happen on each successive role makes for a cool ticking clock. 

SUPERFAN INDEED! Thanks for all the support. 

The rough draft of the players guide is now available (including limited edition spelling / grammar errors!) 

Thanks for the feedback! When I hear other perspectives, it helps me put my communicate my thoughts better.

"To me this feels like a first version of the main rules"

In my mind, this LITE edition is a trimmed down version of my vision for the CORE rules. LITE uses a resolution system that will have very few numbers on character sheets, and use a concept similar to 'target number' found in ICRPG. CORE will have numerical attributes assigned to ability scores and powers (Inspired by games like CITY OF MIST), and the base probability of success will be more tied to character creation. CORE will also have more defined ways to spend resolve, and a system similar to feats in games like DND 5e or Pathfinder. The character sheet for LITE is one half page, the Character sheet for CORE will be 1 full page double sided. 

"I love the core mechanic table, visually it is very reminiscent of the FACERIP"

Thanks! I was working on a variable difficulty system / table for PBTA games and I skekched something out on graph paper with no/yes but/yes results. I then saw a video on the old marvel game and thought 'WOW! This is alot like that game'! 

"how does one practice setting the resolve costs for a player action outside of actually playing the game?"

When I release the full v1.0 version of the LITE rules, I plan on having an expanded section explaining this a bit more. Ultimately, the this system is hoping to give GMS a loose framework that allows for fast narrative decisions. I think you are right, the easiest way will be to try the system out and find a good internal feel for assigning resolve costs. My hope for the CORE rules will to have prebuilt tables for a number of example powers that allow out a baseline of resolve costs that GMs can modify. 

"I particularly miss something to help players equalize their power level and vibe"

Yes, with super hero games it seems like this can be an issue. I am hoping to use the prebuilt character classes / archetypes to provide a baseline of balance, but in playtesting I find that access to more powers definitely makes superman style characters feel more powerful than batman style characters in some aspects. I hope to remedy that by giving 'trained' style heroes access to to more resolve and resources so they feel empowered to be awesome in their own way.  My guess is that LITE will have a hard time getting pure balance that you might find in a more mechanically deep system, but I think that is ok. Hopefully CORE will help address those some of those issues, if it ever finishes production : ) 

Cool system! I like a quick and easy mass combat roll. 

Your comments inspire me to GREATNESS! I would love to do physical versions, I will definitely look into once the PDF version is done. 

(If it got big enough, I would love to hire a layout person to help me make it as polished as possible) 

As I'm happily plugging away at the rules, here's a sneak peak at the cover of an adventure module I am working on for the game as part of a game jam.

I am working on a project for this, and I have made a version 1 cover of my game! : ) 

I found some public domain cover art that I hacked up for this beauty- 

Hi there!

Really cool game, and cool design +art. What is your stance on adaptations or hacks?

Thanks for the comment!


Yes, I hope that having the ability to spend resolve gives players and game Masters some more interesting choices.


And when I solo play tested it, that's exactly what has happened, as I ran out of resolve I felt like I was pushed into a narrative corner! Definitely more tension!

As it emerges, it seems my system is a child of PBTA and Mythic Game master emulator, with a few extra pieces from other indie games. 

I am going for the 'cairn' or 'knave 1e' size.  Enough to chew on, but thin enough to hide in a notebook : ) 

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Definitely.

Right now, the main things 'class' impacts are:

1) Number of powers vs number of skills 
Powers are superhuman abilities, skills are training / knowledge.

2) Number of Resolve Points, Resources, and Strikes
Classes with less super powers will probably receive more resolve to illustrate having to really fight hard to compete in a super powered world. 

Some classes will be more durable (more strikes) or have more ability to produce items (resources) 


3) Some classes can also use resource points to produce more advanced items, like gadgets or weapons (as opposed to just basic tools) 

=======================================
Things that I am still working on for the next release regarding characters:

A) Having a built in way to have characters regain resolve based on class (for example, superman style characters - paragon- might regain points by protecting someone) 

B) Explained rules on how power, skills, and resources impact your power rank.


Thanks so much for your interest in the project!  As a solo designer, it makes my day to get comments. 

Interesting concept playing a living weapon. I don't remember where, but I saw another RPG like this years ago on the internet about living weapons. Cool layout and design. 

Interesting concept playing a living weapon. I don't remember where, but I saw another RPG like this years ago on the internet about living weapons. Cool layout and design. 

Reminds me of the computer game Spore : ) 

Interesting concept. Hagrid from the Harry Potter series would love this game :) 

Thanks so much! "Elegant" makes my day :D

I will have to look into the brindlewood move.

I am currently working on a system that uses this table as a framework - https://templar51.itch.io/simple-super-system-lite-playtest

Let me know if you make your own mystery tool, and happy gaming! 

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The core rules of this version fit onto 1 page front and back, and the playtest characters allow for a party of up to 4+. 

Mine was finding affordable stock art :) super heroes is a less popular genre so I had to do some searching. 

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I am going to make my first ever new system!


It's a simplified version of a game I'm calling the "Simple Super System - S3"


It is a amalgamation of PBTA mechanics and a number of other systems, based on a d100.


I'm really excited to unleash it on the world! 

Thanks! The mech creation system is very cool. I'm seeing more grid based inventories recently. 

bon travail!

oops! 


That's embarrassing, I was wondering why nobody was downloading it lol 

We meet again! But for real, great job on this project, I love the style!  

Penflower you seem to be very prolific on this site, it appears you make a new game every other day! 

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It was originally designed for use with the undying sands setting by games Omnivorous -(which includes a hex system), but it can be played independently without it.

Essentially, it's a rules light style game that emulates fantastical deserts. 

Awesome :) short and sweet!


Really great job on your zine. 

Wow, very comprehensive system you made here. 

I like the card drawing mechanic. 

I've been seeing some interesting designs in the ' non-combat oriented TTRPGs' 

I think you did a really nice job with your system concept.


The gamer in me wants to slap a dice mechanic on this bad boy lol, but overall I think you did a really nice job! 

It shouldn't be too hard to format this as a zine, take a look at some of the linked resources on the zine page.


What I did was find a template, open up Google slides and then just import my pages as PNG images and arrange them on the template.


If you do it correctly, you can print your entire booklet out on one sheet of paper and then fold it into a mini zine.


Cool illustration btw 

I really like the design of this, really cool art! 

While a little off theme, I was so hyped that this was my first ever ZINE that I  had to submit it here : ) 

There should be plenty of community copies for people to view. 

Thank you for this resource, I used it in a character sheet for a game I am developing / play testing. 

Sure!

I really like your format of episodic play across seasons!