Absolutely! I usually re-up those after a significant update and forgot about it this time. Take a look now.
Ryan
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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!
Futile Lamentations is just really cool. It distills the best bits of Darkest Dungeon into a game that is more digestible and faster playing. I was reading through the pamphlet thinking the whole time "I'm running low on page here, how does this become a cohesive experience???" and was floored by the end...everything comes together in a really compelling way and I was ready to strike out on my first expedition. It's a great, tight little game that gives you exactly enough elbow room to improvise and keeps everything else lean and clear.
Don't get mad but...I like this game BETTER than Darkest Dungeon...
This is one of my top picks among Breathless games! Maybe that's a sure thing with me as a miniatures lover, but I enjoy seeing a tactical take on a very cool game system that isn't inherently interested in the finnicky details of combat necessarily. This game makes that work, maintains the system's brevity, makes it fun, and does some inventive things on its own!
I think I'm jumping in?! Ore a horror game of outer space mining. Not an uncrowded field but this take would emphasize the temptation to mine in dangerous places (thus taking on risk and wearing down your dice to gain Credits) against the characters' individual (crushing) debt ... with a random interest hike rolls to ratchet up said debt if they aren't pulling in a high enough yield! Want to mess a bit with the core expectation of being able to 'catch your breath' by making oxygen supply a crucial and often endangered resource (and removing oxygen entirely if your session runs over its stated limit)!
Mine for iron, mine for diamonds, skim H3 from gas giants, drill ambergris out of space whales...all for the sake of someone else's profit!
I looked into why this might be but I'm not finding any solid answers. Have you had any trouble with other products on Itchi.io? My best guess was the fact that I built this document in Adobe InDesign. I know Adobe has ceased access to Creative Cloud in Russia....but I'm not sure why that would effect a PDF? Very sorry you had trouble with the download! If I can figure out what caused that I'll try and fix it in future updates.