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INCURSION (JAM PROTOTYPE)'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall | #15 | 3.578 | 4.000 |
SUBSTANCE | #17 | 3.801 | 4.250 |
STYLE | #18 | 3.354 | 3.750 |
Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
This is a cool submission, some really great ideas here!
Incursion is a Roadside Picnic/Stalker spin on FIST and MOONGRAVE. Notably, it twists the formula by having the Zone be mostly scavenged out, but one big prize still remains.
The PDF is 27 pages, with a simple, unornamented, technical manual style layout. It's easy to read and uses white space well, but there are no interior illustrations.
Mechanically, Incursion deviates from FIST's loose structure and saturday morning cartoon tone. It's a gloomier, more desperate game, and it relies on specific mechanical frameworks to reinforce that.
Doom is a new resource that accumulates during the game's first phase, and imperils you later. Phases are now a thing. The game consists of a trip out into the Zone, and a trip back. Each trip takes three days, and encounters and camps are evenly spaced between them. There is a concrete end point, and when characters die their players can't reroll and come back in.
The writing of Incursion is really solid and direct. I don't think I've seen many games take such a no-nonsense tone, and it works for the material. You could just read this game and still feel like you've played it, and that's impressive.
However, in terms of gameplay, this *is* still a playable thing. There's a small assortment of FIST TRAITS, as well as new INJURIES that debuff you after you receive them.
For GMs, there are roll tables to generate encounters on the journey across the Zone. There's also plenty of advice throughout on how to run it, and a deep breakdown of the philosophy of the game. It's all a good read, and worth not skipping.
Overall, if you like games that lean on tone and atmosphere, that have heavier and bleaker vibes, and that explore their characters and the landscape around them, I'd strongly recommend this. It's a great FIST hack and an equally solid standalone and it has a lot that's worth reading even if you aren't going to run it.
FIST does STALKER.
This is one of those cool games where the game and the adventure are the same, where the PCs are set up to go on one specific job--if you wanted more of this sort of thing in a more open, gamey structure, within FIST's existing milieu, there's a Zone Generator in the corebook, you'll be good. This game benefits from a high degree of specificity and a new, different, darker tone. The style of it is plain and stark--or unsubtle or aggressive or something. No art, plain black text on white. An ideal look for the game in my opinion. Conversational tone and natural language conveys both the tone and the intent of the game design excellently. It's even got me writing this review kinda tersely after reading it!
The GM advice in it is very keyed towards directing discussion and engaging with the party--there are no NPCs and nothing to fight. You're traversing dangerous and sometimes beautiful wilderness. This is super weird as a game, but if you've got one of those tables that's a "writer's room" this's going to really do it for you I'm sure. Not for everyone, but VERY good for the people it is for. Read this entry.