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New Ulm, MN's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Story | #26 | 1.732 | 2.000 |
Music | #51 | 1.155 | 1.333 |
Aesthetics | #54 | 1.155 | 1.333 |
Visuals | #55 | 1.155 | 1.333 |
Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
I love me some tabletop RPGs!
I don't fault you for going post-cyberpunk instead of dystopian-cyberpunk.
From a presentation perspective, I would like to see a few things..
1. a character sheet (even if it's very simple)(see PPS at end)2. two or three sample characters ()3. a short transcript of actual play (or simulated actual play, if you haven't run it for anyone.)
4. a short piece of fiction to illustrate the mood. - or -
4a. Any kind of visual illustration to capture the intended mood.
I like the novel dice mechanic. Is it intentional that more highly skilled characters have a higher chance of receiving bad omens (snake-eyes)?
BTW: Have you ever played "The Veil"?
Trading position for Effect feels very much like Blades in the Dark. Was that your mechanical inspiration?
PS. I just noticed: I can't find where it says how to actually build a character. Do you just get one "stat" tag? How many trained skills do you start with? (If that's up to the group, what would you recommend as a default, to get the conversation started?)PPS. My bad. I just realized that the listings at the end are character archetypes. I assumed they were NPCs, like a monster manual.
Having now reviewed those characters, I'm getting a "The Black Hack" vibe.
I feel you, the jam was much shorter than I'd have liked, since cyberpunk requires so much specific content to built (equipment, cybernetics, hacking/the matrix, etc.) I just didn't get everything done that I wanted to. I was already late to submit as it is. It was originally built as a Black Hack hack, though besides the characters that I basically just directly imported and reflavored. Also as you mentioned, a few mechanics from Blades in the Dark as well.
Thanks for the compliment. The Bad Omen stuff is meant to become more and more common, but if it was a fully-built game meant to sustain longer campaigns, I would probably have a different way of handling "critical failures".
I haven't played the Veil, though I've seen the rules.
I had hoped to do more of the stuff you mentioned actually and build out the chassis, but like I said, Cyberpunk required so much specific to the setting to be built that with the length of the Jam, I spent more time rebuilding the engine than I thought I would.