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Andrea "Lord Lance" P.

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A member registered May 24, 2018

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(4 edits)

Hi! Very nice project you have here. However, I skip over the compliments, I'd like to simply give you other feedback on typos, FAQ requests etc. My proofreader mind forces me to do it... :D
'till now, I found (in the 3.5 file):

- page 34: Healing. I think I need additional details about it. How much Health? For example, at page 35 Resting it's more explicit on it. Also, it's different if I get a weak or a strong hit on Healing? Probably, should. I see some detail about recuperating health on Benefits at page 33, but this isn't clear. It's confusing, because that's means that I could gain health during other actions I could make in fiction (and with other Stats)... so? Should I use this benefit only during Healing action? Then, I'd remove it from page 33, and put on page 34 along the Healing rules. On the contrary, if it has to stay on page 33, then the Healing rules feels somewhat superfluous; also, this means that with a weak hit I should take one cost as explained at page 33. 

- end of page 34, initial phrase at page 35 (about Appearing Human): the whole phrase construction isn't clear.

- page 35: "During character creation, you can choose up to three non-power assets" I think I didn't see this rule at page 9, and also at page 29 it says "Pick three assets (at least 1 power)". Confusing, I say.

- page 36: "Allies can contribute to your action by making an Action Roll to help you. On a hit, you gain a bonus you can leverage to improve your chance of success. If more than one ally does this, bonuses can be stacked." It's pretty unspecific. Are you referring to the specific "you or an ally gain +2" found on  "You create or seize an opportunity" at page 33? If this is true, then you could repeat the rule also at page 36; this could avoid confusion. If (as in Healing rules I mentioned before?) the rules are different, then you could give more details about it.

- I found Progress Track rules at page 37-38 very lacking. If a reader never played Ironsworn, he can't grasp the concept of "ticks", or the concepts of partially filling a square, or (for example) filling 3 full squares in a troublesome track. 

- I found the whole optional Moves rule chapter very intrusive, starting from page 44. IMHO, you should decide if you want a lighter, less intrusive system (as the one you proposed in the main rules), or if you want to throw yourself in the full, heavier, mechanics related to the dozens of moves you usually find in games like Ironsworn or Apocalypse World. If you really can't decide, and you want them both (while this is still confusing, for example you can't have Assets that make direct mentions to some specific Move), I humbly suggest to move the optional Move chapter to the end of the book, not underfoot in the middle of it.

- page 89: very minor, in the last rows you used 1tick/harm, while before you used the formula x tick per harm.

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Hallo. Help me with this one: in the initial part of the rules, I see "Life fuels spells... Characters pay 2 life per level of the spell cast. So Fireball (3rd level spell) costs 6 life."

But later on, in the "Stuff" section, I see just a couple of pages of spells, and there's no Fireball; also, those spells have no level.

Edit: I'm reading the Italian edition. Ok, so, from what I understand the system is really barebone. Also, here I found additional info:
https://syntheticdreammachine.com/powers-enumerated/

I see, this is more a "setting book", at its core.

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Nice. As we observed in an Italian review of the game, probably the biggest "weakness" of the game is the great need on a deeper explanation of the system, and lot of useful examples in the various chapters (or a big example at the end). 

Making a sort of comparison, Dream Askew is more or less the same game (ie. It has the same structure), and it has 170 pages.

Hai fatto davvero un gran favore ad un grandissimo gioco di ruolo. Night Witches non va assolutamente perso o dimenticato, sia per la sua qualità come gioco in sé, sia per la struggente bellezza della Storia (quella con la S maiuscola) su cui si basa.

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Hi Ema. I tried to contact you before, because I think I have insights for the game (typos, suggestions etc.). While I see you released 1.1 version, many of the things I found still stand. If you like my feedback, please contact me back.
You can write me at
ishmadrad
@
g
mail
.com

(edit: I can't believe my previous contacts were downvoted... Did I write something wrong?)

Take The WildSea, go micro... and you'll have Pico 😁

Pure genius. Thanks for this pearl. 
Here in Italy we have a cool, heavily anime inspired, RpG (Knights of the Round Academy) that requires, in the rules, to build the Opening together, usually after the first session.
In the rules we have suggestions about common elements, like:
- world elements
- fast shots on every protagonist
- the enemy/ies, maybe just the silhouettes 
- a flyby with main NPCs
- conclusion with some big impact frame

So, of course, this document of yours can come handy 😁

Edit: KotRA is avaiable in English too :)

Nice! I ain't into the wargaming, so I simply read it and admired the layout and the art. You did a tiny cute piece of art, here.

Very nice colors and layout.

Well, it's original and weird, turning the tables from the "GM generator" to the "characters behavior generator". Take my money just for the idea 😁

We are out of the Beta stage. Nice.

Under MANIFESTING TURNS it seems that there's a Faction Turn about every time a score ends.
However, in the first pages it says "At the start of a new season of play, activate between 3 to 5 factions to take place in the faction turn." Later, it says "When time passes and power in the city shifts, play a faction turn."

So, I'm not sure about how many times I should roll have those Faction Turns. From what I understand, when a new Season is starting, we need to make one. Then, not sure if we should have one Faction Turn after every Score, or if it's a more free thing, maybe more based on the amount of fictional time passed AND how many changes there was in the City (i.e. following the instruction on the first page more than those on second page).

PS: consequence n°4 looks positive at first sight. I understood it after reading the example; maybe it could be more clear moving the phrase parts around, something like: 

Information leaks about your actions; an enemy faction makes an immediate free action against you.

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Hi! Thanks for this stuff, I hope I'll have the chance to use them in the future. In the meantime, could you explain better to me this part? "they are open to complete and utter defeat if they suffer one successful attack from an enemy faction." I'm not sure if I simply cannot grasp it fully°°.

I put other comments following this one, hope you are comfortable with feedback and suggestions.

EDIT, note °°: ok, maybe I understood it: it sounds like "If they suffer one successful attack from an enemy faction, then they will be totally defeated".

Bravo, bene.

Hi Ema. If you like to receive my comments (see my previous post here), I finished to put notes on my PDF. I could give you the file so you can read them. Let me know how can I contact you (if you want to write to me, use i s h m a d r a d A T g m a i l D O T c o m). Have a wonderful day!

pag.8, sotto PROVE

Quando il risultato di un'azione del PG è incerto e un fallimento può provocargli danni, perdite di risorse, vantaggi o tempo prezioso, si effettua una prova.

Nice. Always interesting those insights.

However, the queen is adorable, but she looks so depressed.
Even when the city is bustling, she's in the Council, and the savings are up to the roof, she's so sad. I'm sad too. 💔

I use this post too. Graphic and music are really nice; even the mmm-mmmm of the queen is adorable.
The game is pretty relaxed, from what I see it's really difficult to NOT procede on, there are very few difficult decisions. I'd love more interaction between the various parts (for example, the botanist offering to dismiss the scientist, or the witch doing some nasty summon that you later on have to fix with the knight, and so on).

Hi Ema. I'm trying to collect some feedback and typo/suggestions, if you like them. I hope you'll find them useful, particularly for polishing the future printed version. If real life doesn't hit too hard, I'll find a way to send them to you.

PS: About the additional Risk, maybe you could describe how, with 8+ result, the mage can avoid it thanks to his shear luck or fate playing a part in that specific narrative moment.

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Nice 💜. If you accept feedback and suggestions, this is for you:

Not sure if I like the different result table for magic (dunno, I find it not very elegant). Maybe there's a way to get that result in a different way? For example, keeping the original table but explaining that, with magic, you suffer 1 additional Risk, no matter what the result is. So the GM could give more collateral effects every time that magic is used.
Also, you could suggest some systems that negate the additional Risk, for example using lot of time (emulating Rituals), or sacrificing HPs before the roll, or expending useful stuff (ingredients, treasures, breaking the staff etc.), or accepting the energy shortage that force you to NOT use the magic again in the scene.

Finally, I strongly suggest you to add, sooner or later, one or two pages with the iconic suggestions for quests/NPCs/places etc., 'cause they are both useful to spark immagination and to indirectly do some kind of world building, a subtle way to suggest what you think is cool, what you hope the players will explore and confront in your game.

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Hi. Thanks for the file. A request of clarification (maybe useful for text update?). Pag. 24

You can attempt to clear Fatigue in this manner once per day.

What "this manner" is? Just the Vigor roll method? Or both the Soul Spending and the Vigor Roll methods?

Thanks in advance.

:)

Hi. Nice work with the new layout. I didn't read the new file already, anyway I ask if the errata/FAQ file I see up here was integrated.
PS: at page 5, probably the picture is over the text layer, so the big white image border slightly covers the left column text.

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"If you own a copy of Wardensaga on Itch already, you’ll automatically get the full updated version once the KS ends."
This is freaky awesome. I love when those games are kept alive, like a live document more than a fire-and-forget project.

PS: un punto della lista "Me ne sono andato perché" che sarebbe stato davvero epico: "Mi hanno passato il capo della Yakuza al telefono". 🤣🤣🤣

Dovevo fare il comico, non il proof-reader...


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Intanto bravi, bel lavoro.
Vi ho setacciato gratiZ un po' di typo:
pag. 8 gratuire
pag.18 punteggioPF
pag.42 Ingombante
pag.47 allla
pag.89 Giardininere
pag.91 antiproettile
pag.91 basebal
pag.92 kaki (ok, non è sbagliato, ma tanto vale usare "cachi")
pag.92 Lunchi
pag.95 Independente
pag.103 Kamikadze

Aggiungo:
pag.56 Infosphere (gli altri sono stati tradotti)
pag.85 C'è tutto un paragrafo in inglese "It is possible to attack the hacker’s mind in a similar way to the..." ecc.ecc. (ma sotto è tradotto, quindi immagino sia solo da togliere - controllate che magari non manchi un altro paragrafo)

Are the additional Playbooks in Armour Astir: Encore compatible / updated with this 1.5 version? 
(or maybe the update didn't touch any element present into the Playbooks)

Fantastic addition. Thanks!

Lo stile delle art è molto carino.
PS: KROVBOGANISTA non si può davvero sentire 🤣 Magari Krov-Bogano, o semplicemente Krov-Bogan?

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Hi. I suggest you to re-design the tables (in particular, look for the ones at page 40+ and 60+). The missing last down border seems to suggest the table is continuing in the next page on into the next title; also, probably light grey horizontal lines could be useful to better identify the rows, in particular where you have multiple line of text per single row. 💜
Also, I'm not sold on the sub-rolls on the Initial Encounter Reactions at page 47 - "forcing" the NPC to act in that way instead of suggesting a mood for an active scene with the PCs. Probably, simply suggesting the initial stance (suspcious, wrangling, ready to trade, indifferent, helpful etc.) could be more useful.

Also, if you find it interesting, because the enemies are really simple in their "statblock", you could add a micro-table near each enemy, in which you suggest some "What is this NPC doing?", helping to build interesting encounters if combined with the initial reaction rolled before. Maybe the Bandit entry could have - Menacing other NPCs - Hiding a small treasure - confabulating with another gang - Stealthly moving on a mission.
Things like that.

Anyway, I liked the general layout and picture style. A nice addition to the lightweight Sword&Sorcery style RpGs.


EDIT: about the Initial Encounter Reactions: now I'm also reading your Shadows of a Dying Sun, and I see that table is there too. I see that the additional roll can be useful when playing Coop or Solo, with no GM. Still, I feel that a more complex table, with more, and more nuanced, entries can be cool and useful.

🏃‍♂️ Presto, devo scrappare! 

Pag. 39 ARCHIVISTA caccogliere -> raccogliere (immagino)
Pag.48 è Jason Tocci
Pag.10, pag.22 ecc. Aggiustare leggermente le tabelle in modo da non avere parole interrotte per l'ultima lettera. Eventualmente rimpicciolire leggermente il font usato.
Pag.32 sotto la SECONDA SCINTILLA fissura -> fessura

PS: bravissimi, bel lavoro. Un abbraccione.

For those making screenshots maybe it could be nice to have a switch that turn the colors to "white everywhere with black text and borders". Anyway, funny stuff you made. 💜

Fantastic. I'm reading it right now.