Good to know. Tks.
Heromyk
Recent community posts
Another question. When you’re looking at what is adjacent, do you count the dice on the diagonal as well? I’ve been doing both (i.e. counting and not counting) and seeing which result feels better. Just curious as to your original intent.
Also, are you on reddit? If I post something there I’d like to be able to tag you.
A rough sandbox and a few things to start the PCs off (e.g. an initial job, or patron) is often how I do things these days, but once the starting phase is over the players have normally grounded themselves in the world and start following up on the things they’ve found that interest them, so I’m used to a certain amount of improvisation. Good to see you’re looking at a longer view for the game. 35-40 sessions is a long campaign for us these days, and I’d like to get back to something like that. TEA is something I’ll be keeping in mind.
That matches my intuition. Smalller numbers are good to start with. I think I tried 4,5 then 6 dice just to feel my way into the system. It started to feel good when I got to 8, 9, 10. Thank you for such an entertaining little game. I now need to make a bit more time to start drawing what the dice reveal.
Thanks for confirming that. I was thinking of using this to get into a #Dungeon24 type mode for this year. Just creating and drawing at least a couple of places using Wallet dungeons each week.
Any particular thoughts on the numbers of dice to roll? I’ve been using 9 or 10, but I could see using more might work. Then again, I can see just rolling 9 or 10, working out what that looks like, then combining with a building done previously.
…and thanks for such an interestingly simple game.
Hi. I’ve been finding this useful for inspiration, so I bought a copy. I don’t however quite understand the optional bit about room extra detail. Can you provide an example? E.g. the example in the pamphlet, or if you rolled [6][6][3][4][2] for example. The [6][6] is a hall, so you go for the lowest neigbouring die, which is [3]. Does this mean the hall is ‘OPULENT’? Thus, would room [4] (also lowest neighbour), be based off the [2] result to the right, and thus be “PRISTINE”? Whereas room [3] should be DAMP?
looks good. I like the clear setting and premise of the game, as it certainly avoids people not knowing what they should be doing. I’ve only been able to skim the rules so i can’t tell if there are any gotchas, but it looks a reasonable adaptation of Cairn. I’ll probably be using it with my slight hack of Into the Odd, but I’ll try it out RAW first.
Question about formatting: you have odd [] and [][] ‘bars’ appearing in odd places - are they intended and I’m just not getting their usage? Also the Adventure Creation Guidelines looks like it was meant to be a table, but if so the formatting has been lost.
I like this so far (I’ve only looked at Lvl 1). The neat hand drawn maps plus the choice of fonts & colour red for highlighting for the numbering, text etc are vary clear. Looks intriguing. Also the reflections on the process from doing it as a one room a day thing for Dungeon23, that is rather interesting too (for me at least).
Update: Lvl 2 looks interesting. I’ve got too much on at the moment to really look at this but I’m making a note to come back to this later. Keep up the good work.
I like the basic thrust of your system. I have played a couple of other games that do a similar thing. One of them, if I applied its method to your game, you’d just erase the checks that you converted into an increase. That game works by the GM telling the PCs what they can put their checks against though, based on using a stat or skill etc in a scenario. I do like the idea that a player can put the checks into anything though. That is rather thought provoking, and could take the game in lots of interesting directions.
Thanks for answering so promptly. I hope to find time to try this out sometime this year because it really is quite intriguing.
So when you level up you only increase one thing that has 3 checks, plus roll for your stats. Then erase all your check marks, right? - so there is no reason to check a stat unless you want to guarantee an increase or develop something else related to a stat, and no value in splitting checks between different things because they all get erased when you level up? Or is it only the thing you level up that has its checks erased?
You say starting HP = CON. I don’t understand how you increase your hit points. I get that you can increase once you have 3 experience checks against HP, but what does it mean to say that to reach level 2 you roll D6+[the level you’re coming from], in this case it’s L1 so the roll is D6+1. Does that mean you get D6+1 hit points extra?
Liking the simple clear format. Refreshingly concise. Even though I’m tired at the moment, reading isn’t a chore, and the concepts come across quite well. The world building is great. It feels familiar from much that I’ve read in the past, and yet quite different from then endless variations on certain other games I’ve seen.
An idea of the page count, and more previews would be nice.
Will we have to pay separately for volumes 2 & 3?, or does getting this game entitle one to the others (thus explaining the price rise)? Otherwise, $7.50 (or more) for a 16 page book of which 5 are full page illustrations seems a bit much.
I agree, a print friendly version would be nice. Printing out white print on black background uses a lot of ink, and for a reference table that gets handled frequently it is (depending on your printer) quite smudgy.
The very gothic large letters, like in ‘Helm’ on your character sheet, or on the Armor-Shields-Missile Weapons table is nigh unreadable for me half the time. The other font used for headers, and the ‘stat names’ on the character sheet isn’t much better.
When I use the non-itch version, the dungeon generated and the descriptive notes don't always fit on the screen. Using the itch.io version I was able to use 'CMD' & '+' or 'CMD' & '-' to adjust the browser screen size to zoom in/out to fix the 'fitting on the screen' issue, but not on the non-itch version. There also don't seem to be instructions visible on the iPad view on how to interact with the generator.
Update: to clarify, I have a keyboard with my iPad. It has become my main digital tool (partly because my computer is quite old now).
Like the intro blurb. Persuaded me to consider it, especially when I saw it is based on Knave. After downloading very glad to find the colour scheme goes to readable B&W once you’re past the covers, because it is truly hard to read.Aside from that though looks quite interesting.Looks to have included some nice ideas from games like Into the Odd, and feels like I could run an old fashioned Gamma World game with it, amongst other possibilities.
PS: found your blog. Looks good. Will be checking it out for your Vaarn posts and such.
I think so. Less is more when it comes to hacking, sometimes. I was thinking I could adapt a lot of your ideas to a Traveller/Mazerats game, or to an Over the Edge 2e game. Especially in the setting of OTE, 2e — the idea of some people collecting demons on a rather odd, corrupt, island (Al Amarja) that is the home of the dissolute, depraved, desperate and potentially deranged strikes me as something worth following up. One day.