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Zadmar

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A member registered Jun 07, 2020 · View creator page →

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Hi Andrea, I remember you from the Savage Worlds forums :)

Arcane Agents is my submission for the One-Page RPG Jam 2023, and the rules of the jam are that the product must be fully playable with just the first page. I'm allowed to use the second page for optional material such as advice and examples, but I cannot include additional rules or mechanics.

When I wrote my first one-page RPG (for the One-Page RPG Jam 2020) it was initially just a single side, but I received feedback that some people struggled to come up with ideas for adventures using just the adventure generator, so I added a second page with examples for each table entry. This proved popular and effective -- people could use the examples as written or just for inspiration, and it allowed me to add more depth to the setting.

I plan to release some larger Tricube Tales products in the future, but my 47 one-page RPGs all follow the same general design and layout, and I think it would confuse existing customers if I started changing it now.

It's interesting stuff! Makes me wonder if I should try tackling a hard science fiction one-pager at some point.

Ah, that makes sense, thanks for the example!

This is excellent work! I realize it's aimed more at folk magic, but if it were to be used for a more traditional fantasy setting, how would you go about handling offensive spells like fireball and lightning bolt? Would it be a case of using Brew to create the spell components? Or would the GM add a new Conduit? I notice the section on Elements mentions you can add your own, but Arts and Conduits don't, so I'm not sure if they're intended to be exhaustive lists.

Hi there!

This was my first jam (and also my first product on itch). Thanks for organizing it, I enjoyed participating, and it's great to see all the creative submissions from other game designers.

But what happens next? Is there some sort of discussion or conclusion?

Thanks for the feedback!

I usually go for more conservative color combinations, but I thought this would be a good opportunity to experiment with something a bit different. I've never tried a triadic color scheme before, and in retrospect I should probably have made more use of orange, but I'm still pleased with the way it turned out.

Regarding the base difficulty of 5, note that players usually roll 2 dice and keep the highest, giving them a 55.56% chance of success -- or a 75% chance of success if they consider the task important enough to spend karma on (this decision in made retroactively, so you never need to "waste" karma in situations where it has no impact).

You only roll 1 die for actions that fall completely outside the scope of your calling, and even then you'd still have the option of using karma. This represents the equivalent of unskilled rolls in more traditional RPGs.