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The Cargo Bay
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Dragon Slayers is the game I *wish* I played back in high school. All of the character classes you expect in a high-fantasy dungeon crawling RPG of any sort are here - and they are all different, interesting, and dynamic. There have been times when I've read a ttrpg and thought "oh yeah, I'm excited to play this particular class/playbook/archetype" etc. - but with Dragon Slayers I felt that way about EVERY one of the character options.
It is laser focused, quick to learn, easy to understand, and full of fun and relevant options. Monsters are thematic without needing long wordy entries. Each of the Dragon "boss" monsters featured is wildly different and all look like a blast to run or to fight.
I'll just say how I really feel here: if you are playing D&D right now, you probably want to play Dragon Slayers instead - you just don't know it yet.
Yes - to a degree. The current iteration of After\\Burner is "feature complete," and while I might make some future editing adjustments, that is more or less the definitive version.
I'm currently 45% finished with a "Lumen 2.0" version of the rules that have been a long time coming. The new ruleset removes dice for the most part (gasp!) streamlines play, and emphasizes stacking up defenses while bypassing those of opponents for lethal, 1-hit kills.
That's in the works and I really want to get in gear and have that out in some form later this year.
Sevens is a very light but correspondingly flexible framework to do your storytelling. While it works perfectly fine for individual characters and the typical adventuring party, I think its flexibility allows it to shine outside the usual tabletop gaming paradigm. Players could portray small groups of people, entire factions, etc. It scales well with different magnitudes of play.
thanks for the kind words, and I’d be thrilled if N7 Ops finds its way to your table in any form!
thanks for the heads up on the character sheet zip! Uploaded a new version a day or so ago and this should be all set. (Apologies for the delay - it was a little tricky finding the time to get that straightened out.)
Faction Turn is my favorite kind of TTRPG tool. It breaks down novel and desirable systems into a flexible core that can be ported to whatever game you have a hankering to play, or can just be enjoyed as is.
I’m a sucker for this kind of play and Faction Turn gives you just enough to juggle, then gets out of your way to let your imagination do the fun stuff.
Songs and Sagas is a tight OSR/NSR leaning TTRPG that gives you just enough setting and lore before getting out of the way of your player's own ideas. The shape-shifter forms and interesting play with collecting/spending cards to give you an advantage, familiar "quantum" inventory, and some very Banner Saga reminiscent focus on destroying enemy armor all go along way to preventing the game from falling into the blandness that some lean OSR style games suffer from. Giving you the option to focus on the hex map and eroding the threat rating of various hexes is a welcome riff on hexcrawl expectations - I'm a sucker for territory control and it is a simple way to approach it that makes that style of play robust.
It's a great RPG system that's concise and flexible enough to step well outside the bounds of what Songs & Sagas in particular is interested in offering (Good news, since you get a creator kit with it!)
Pubic text version of my review
Stoneburner is a great evolution of the already tremendous ‘Breathless’ system. It shoots the gap between harsh OSR game and the narrative-heavy, success-with-costs play that indie TTRPGs have become accustomed to. It nabs the best of what it needs from both worlds and combines them in a novel but flexible setting, with lots of room for various personalities and adventures. Being light on rules, it’s easy to learn, easy to build a character for, and easy to get playing (by yourself or a traditional group). The name is pretty cool, too!
Hell Grinders does exactly what you need: gives you the framework to run a couple hours of brutality with extreme 'heroes' shredding hardcore monsters that have just enough crunch to make them feel interesting without overwhelming. A good entrypoint into LUMEN and a great system for running a game with a heart made of boomer-shooter nonsense.
Slamming a Surge cola before playing is about the only way you could make this better.
FIST lives in a very difficult to manage sweet spot between what makes OSR style games appealing and what makes narrative-heavy indie games fun, accessible, and freeing. With an easy to pick-up and hyper-lean ruleset, it gives you a treasure-trove of gameplay and storytelling that laser focuses on its genre.
Creating new characters is always a blast because there are so many options that mix and entwine in strange and delightful ways. FIST does that thing I love with its character generation where you get pieces of story to fit together - but also some clear mechanical things that your agent DOES.
You will read FIST and think "Oh, this is pretty good."
You will play FIST and think "Oh wait oh my God why did I sleep on this it is FANTASTIC!"
I'm in the process of prepping a new release of the game with some major layout changes (gameplay tweaks here and there but mostly presentational). Once that's ready I'll re-up the number of community copies available.
Until then, I do have a Quick-Start solo session adventure available as well (There should still be a few community/review copies available) to give you a taste until version 0.2 is up.
https://theyoungking45.itch.io/operation-snowblind-for-afterburner
Though now you have me thinking on some optional rules for adapting to a traditional hex grid map...That might need to be included in a 0.3 update...
"Descended From The Queen" games are always a hit but "Chasing the Ace" is especially good. There are deep and interesting prompts that tee you up to play around in the common tropes of the genre in the ways you would expect, but also give you the flexibility to take things in a novel direction. This is a great game to jump into for a night with your Mech-loving pals.
We finally had an opportunity to get ECB on our table and had a blast! A mix of experienced “Forged in the Dark” vets and someone starting from square one and it was still easy and intuitive to step into for all.
Despite walking in with a mess of clues the Theorize roll tanked which honestly made for a much more exciting experience!
Thanks for all your hard work on this and for keeping the Redacted Materials adaptation guidelines so flexible!
I think I'll have everything together a week or so before the end of the jam. Writing is nearly done, art is mostly or entirely there, and layout has started. Fortunately, I can scavenge some of the layout from the core game to speed things along!
This is intended as a "give the game a go and strip out any rules that are a little extra/not relevant to a oneshot." If folks like it, the core game is there to jump into afterwards. Pre-generated characters so that the table isn't immediately overwhelmed with a menu of options or disappointed that they picked something not relevant to the mission. As tight a single evening experience as I can get it!

The plan is to put together a one-shot, introductory adventure for my first TTRPG, After\\Burner.
I'd been meaning to put it together anyway, and this jam was the perfect excuse to get off my duff and get working!
This one will give players a stab at all 3 phases of play (with greater constraint to keep things fast and light) and puts them in a scenario familiar to fans of outer-space ice planet bases in peril!
I was thinking maybe section heading text being hand drawn and decorative, or even the tables (since there aren't too many of them overall). My first thought was "Oh the page background even if light would be cool hand drawn!" but I looked it over again and like the glitchy effect more I think.
Certainly not a necessity. More thinking aloud of what could look cool on a second pass.
It absolutely does! I could easily see my group running this with Dungeon Crawl Classics and 3/4 players reaction being "Why would you do this to us?!" and the forth player saying "Hahhahahahah I am so glad you did this to us!"
Just...talking so slowly any time they speak to Esther. All unskippable dialog, gang!







