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Hi Craig_Dnd,

Congrats on finishing so quickly! Had a few quick thoughts:

1. Love the time jumping mechanics with the chrono-splitter. Very fun. Great use of having the player throw a word back to the GM. Good use of improv.

2. The Chance section could use a table for the GM section with Success on one side and Fail on the other. I eventually understood but took me a minute to understand what you were driving at. I also thought it a little counter intuitive that the successes / failures run in different directions (5-6 should always be succeed / fail with opportunity).

3. Was a bit confused by the end of the intro narrative... not sure why people are trying to stop the players?

4. I think it is interesting that in the narrative, Ms. Blue tells the player they might not want intend to return to this time. I want to see that play out rather than, you want to get home safely. But I do see the appeal of riches. I know there isn't must space left but I'd love a section on what you are going to do with the money.

Overall, great job! I think you have a neat one-pager with some interesting hooks.

Hey, thanks for the comments!

1. I was pretty happy with that second mechanic. Thanks!

2. Good feedback, I'll think on ways to give that section more clarity. 

3. It's really meant to be an opening for the GM to decide if the event was an accident or on purpose and allow the game to start with a complication and a little mystery. Otherwise it may be a trivial trip back to the past to make the right adjustment. If it wasn't an accident, then perhaps the group meets opposition from  other time travelers, for example. 

4. That bit assumes the players want to return home and is more of a  "If you don't want to die, listen to my instructions" type of message. However, I can see how it may be appealing to simply stay in the past though and doesn't come off like that. Good catch. Great idea on what do do with the money. That could be part of character generation. 

Thanks again!