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wharfjetty

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A member registered Jan 10, 2024

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(1 edit)

Do the rules of football support two players on opposing teams wanting to kiss?


Joke aside,I want to look at questions we can ask about a game instead. I do think these can be re-wrapped up in your addendum question, "What structure does X have that shapes Y?" 

  • does the game encourage or discourage INCLUSION of (coffeeshop AUs, detailed combat, ...)
  • does it encourage/discourage FOCUS on Y?
  • Does it provide interesting context or perspective (e.g. fragility of life mentioned above) for Y?
  • does it make Y easy, or difficult? simple, or complex?
  • For each of these, how?
  • Does it do these things on purpose?


And from there, what is it asking of us as players? How big of a bridge do we need to build to play the kind of story we're looking for? will it be fun to build the bridge? will our bridge be stable?

oh! good question, happy to help. Yes, I'm talking about lone weird big creatures. A giant flame spitting mantis, a dune-esque-worm-person-librarian, etc. For groups of lesser things or people I'm using bandits, but my group hasn't _fought_ these as much. Last night I used a Giant as a ~super mutant and it was actually a bit too much (they ran away though, wisely).

I'd use these as groups too, but my players wouldn't take them on (as long as I telegraph well). We've found that the PCs are real squishy, but they also keep spending their money on roleplay things instead of like, medicine or armor.

I also use swarm creatures (e.g. 100 hand sized aggressive moths...lots of bugs in my game, I guess) but I treat these as environmental hazards because unless you have a specific tool or weapon, fighting these doesn't make sense.

Hi!


Just sending some thanks, as I'm running a campaign using these as my main rules and we're having a hoot.

My players committed to using the random rolling for all character creation and advancement, and it's worked pretty well. They've rerolled duplicates within the party so they all feel special. 
I'm largely doing the same with loot, merchants, etc. I've had to make up a procedure for (useful) item availability in a "reliable" trade hub to save time, plus a "careers" table to make up apocalypse NPCs on the fly.

Don't tell my players, but almost everything they've fought so far has been a fudge-dipped Knave 2e owlbear. The DC15 makes players want to avoid rolling enough that it's easy to add weirdo evocative monster mutations/abilities without having to hash out detailed rules.

Anyway, thanks again! Looking forward to more, but also grateful for the work so far.