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Thorfred

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A member registered Feb 20, 2019

Recent community posts

I am not surprised that you had already thought about that. I do not disagree with you about the concept of bonus stacking can break things. However I feel that it is all about scale. It could be that s good luck charm or such works for a month, but only negates one danger after rolling once, unless it is very very specific. Trading power of the blessing to wider applicability and vice versa. 

It was great to hear your thoughts however, I see your point of view. 

Hi Levi,

This product is simply magnificent! As the previous editions and incarnations of this product it just drips with the theme you have chosen. Magic is the best part of rpgs to me and this is at least in the top three magic related products I have ever seen, including the biggest productions.

I have only quickly skimmed it through, but wanted to offer one mistake and one suggestion. The page talking about hearth magic has an error were it says heath. The other thing is about Wyrd element. You have put it up as purely negative effects, but in my meager understanding all kinds of positive effects and protective enchantments are a classic genre too. A witch casting a good luck charm over the departing fellowship etc. I think it would make the product even better.

Thank you for the reply. I got one more question:

You propose in the rules that negative conditions are used to add dangers to a roll, up to the level of the condition (which is capped at three). Has this caused a death spiral or similar in situations where multiple rolls might be used in the same scene, like combat in most systems? 

Like the example of the rat things in the sewers, where the character takes Hurt 2 and Red fever 1. The character would be up to 1-2 extra dangers per next rolls, depending on if Hurt 2 is meant for that rule or not. Thus same kind of a roll a while later would have 4-5 dangers, which feels... well, dangerous 馃榿.

I have understood from the way you write things, that these rules are a bit like modules the GM can use or not, depending on the style of the game, but trying to get more insight.

By the way, is this the channel you want to get feedback? Would email be more suitable?

-Thor-

I am very glad to see that you have Schema under development and I gladly paid the few dollars for the new one here at itch.io, even if had the old one in my drivethrurpg library. I was going to ask a bunch of questions, but you already handled them when alpha turned into beta (for example I  was interested in exp system).

Now, I do have a few things I would like to ask. Here they are:

1. Are you planning on making an example or two about the cues? I *think* that I got it, but I would like to make sure of it through examples

2. Have you playtested yet the skill/field combination? I currently feel that The broader fields would be easier to see with a quick glance on the sheet, and then check which specific skills get the full amount of bonus dice. Have not tested it in a game yet though.

3. You propose using troubles in conditions that reach the cap, which is 3 at the moment. Still it seems that when you talk about conditions relating to health/permission to stay active in the scene like "hurt" or "injured" the first condition does not seem to get a trouble, even when taken all the way to 3.

Is this intentional, if so why? To me it would feel intuitive, if the penalty currently attributed to the second similar condition (for example taking injured after taking hurt 3) would rather be included to getting Hurt 3. That way all the conditions work in similar manner.

All in all, I like this game engine very much, hopefully these comments are something helpful rather than hindering.

-Thor-