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(1 edit) (+1)

The three competing factions are nice, but turn combat-heavy right away. that's emphasized by delve shift #5 which sorta stacks the odds in favor of NN. the thieves are first to pass you a note and the necromancers let you keep extra treasure, so i kinda get that NN need a perk to recommend them. except that it's a secret perk. even with that minor criticism, it's great that you included delve shifts at all. shifts can be such a good way to sell the ambiance to the game master (who is reading them, even if they aren't rolled) in short, sweet sentences: there really are ghosts/rats/smells, not just rumors of those things.

also, in room 3 is that driftwood figurine a crustacean from the protozoic era?? dammit, monster! get off my lawn!

(1 edit) (+1)

You nailed the need for the New Noble perk on the head. It was also to display that the NN are the dominant faction controlling the dig site. So far in playtesting, the group that sided with the NN got that delve shift, and are happy to have 3 extra dudes (I rolled low) with them in case sh*t goes down. They're even making them carry the torches.