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Cavaliers and Coilguns!'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Vote for your favorite | #27 | 3.769 | 3.769 |
Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Thanks for the feedback!
What do you think makes the game less recognizable as a Tunnel Goons hack?
My personal take: Tunnel Goons is defined by its straightforward action roll resolution. For better or worse, it's characterized by pass/fail zero-sum terms.
Degrees of Success only matters when chopping away additional HP. But it doesn't add narrative flourish the way it would in, say, FATE.
Other hacks may change how inventory is handled, or add a secondary risk factor (aside from losing HP) but the 2d6 + bonuses is always there.
By introducing Gambles, Stunts, and Advantage Dice, it fits the genre 100%, and creates a more distinct play experience. But it also deviates fundamentally from the core simplicity of Tunnel Goons rule set.
Thanks for taking the time to reply. I really appreciate it!
Swords & Sorcery Science Fantasy is a genre I deeply enjoy, thanks for this!
This entry does something most major games forget to do, which is describe the core adjudication loop - Intent + Task is so, so, so important to that loop and is explained neatly here.
I love the addition of the gambling for advantage mechanic, it's neat and elegant and super evocative of the source material.
The inclusion of numerous examples throughout the text is also super useful, and you've got advice and procedure for session 0, which is great!
I'm also a big fan of the advancement mechanic, I think it's neat and kitbashable as all hell.
Great entry!
Thanks Michael!
I basically started by going "I want to add this gambling/stunt mechanic and some kind of hero point economy; what genre fits that?" and landing on John Carter.