Got questions, drop them here and I'll do my best to answer them!
Love the book! Is there a plan to expand on the book in any way with additional modules? Perhaps additional services and factions? or guidelines to create our own? perhaps a solo mode (though I think shaping it like rune/reap would be doable since the combat mechanic is close already). Love the potential this game has and cant wait to get it on the table!
In the "What you need to play" section it sounds like the 6x6 grid should be in the resource file, but it isn't. I'm guessing that's an oversight or was it supposed to be in a separat file like the character sheet?
The grid is included in the quick start document, so it isn't a big problem but could be confusing for those that didn't read that before reading the complete rules.
Just read through the quickstart and already in love with this game! Quick question: the rules mention that PC's have a bag that can hold up to 3 items (such as consumables) yet this isn't reflected on the character sheets. Is this an intentional design choice, or a slight oversight?
Regardless I can't wait to try it out in a future oneshot and get my hands on the full game! Cheers :)
Reading up on how-to:
https://boardgamegeek.com/wiki/page/BGG_Guide_to_Game_Submissions
For RPGs:
https://rpggeek.com/item/create/rpg
Good luck!
Hello there! Just finished reading through the book, very impressed with the system and am eager to give it a try. I do have a question though: in the Resources file, there is Loot from a faction called "Vanguard" which. as far as I can tell, is not referenced in the core book at all. Was this a cut faction?
Also, I do not mean to nitpick, but I am pretty certain that the first example using Smoke Bomb on page 25 is supposed to be Liquid Shield.
We purchased a physical copy of Loot from a brick and mortar, and realized when we returned home that it did not come with any of the loot cards we need to play (if there is a link somewhere in the book, apologies for missing it). Is there an option to purchase a PDF of just the loot cards for printing, or are they only available as a part of the full game bundle? Thanks!
According to the rules, when a Freelancer dies, their teammates can take their gear back with them and either vault it or sell it. Then they can just create another Freelancer. Since characters are totally defined by their loot, it seems like there's almost no cost to having a Freelancer die; the only cost is one less piece of loot at payoff time. Is that intended? Is that okay? I can see how it would fit into your vision for this system, since it's supposed to be fast and fun and kind of light (it's not like Band of Blades where you're supposed to Feel The Loss if a character dies), so it's ofc not a problem, I just want to make sure I'm understanding it.
You are understanding correctly, and that is what I intended when I designed the game. The one thing to keep in mind is that the players will need room in their Bag to carry the dead Freelancer's stuff. So if they don't have room, they either can't take things with them, or will need to drop some of their own loot to make room.
Thank you for replying!
Ah, so the Bag is meant to store loot as well as consumables! Rules as written, the only time you'd find loot is when a freelancer dies, I think, so everything else in the Bag should always (unless another freelancer died) be consumables, right? This could be made a more serious consideration if the players sometimes found loot on a Job and might have to dump it to make room, as you say; do you think house ruling that change (finding non-consumable loot on a job) will degrade the play experience as you envision it? I could always just try it out, but I'm sure you've thought about it.