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I just read the rules and have strong feeling that Occupants should give Enemy on [1] isn't it? Otherwise I don't understand when are enemies occur actually? Game looks great but this question is bothering me, maybe I missed something, thanks!

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Hey there!  You are correct that the chart is wrong; enemies are on a 4-6, actually!  There's a post below  a bit where someone noticed the same thing, and I gave some corrections.  The Lone Adventurer YouTube channel also noticed that there is a slight error on the door table where we have the "1" result for both dead ends and "1-2" for one door.

My layout guy is going to correct all of these for the next version.  It might not look like it, but this thing went through a lot of revisions, despite looking like Baby's First RPG Development Project.

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Oh, I've missed that it's actually answered, thank you. And last little question - is it ok to play not solo but let's say as 2-3 people at once? Should I tweak something for that like I don't know - generate 2 enemies or something))

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You can totally play with multiple people! I would up the chance to have multiple enemies for sure. The rules already allow for increasing the number of bad guys as you get deeper into the armory...d2 after the 2nd special room and d3 after the 3rd. You could start at d2 for 2 players and go up to d3 and d4  as you complete rooms. You might want to add a minion enemy to the special rooms as well.

I'm super curious as to how this would go, so please reach out with a play report if you manage it! Thanks!

sure, i'll share the map and maybe some notes once i get a chance for some decent session; actually i prepare googlesheets template with square cells and notes, to play solo or with a friend, will draw a map right there, lol;

but another question appeared: the rules go: "move to the closest room on the map with a door; consider that door locked behind youdoes it mean i can't return to the previous room or does it mean i kinda lock the door immediately behind me once fled to some room? thanks!

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The intent of the flight rule is that you run to an available room that has an intact door that you can lock behind you, so the enemy can't get you. Whether this door was previously explored or not doesn't matter. So it might be a room you already cleared or you might be risking a new encounter.