Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(1 edit)

Nope! You'll just have to go to your library and download the new version whenever it comes out! Itch will give you the option to repurchase it for some reason, but it's absolutely not necessary!

Ah yes good to know. Thank you.

A question though about the mechanics. I noticed the amount of moves and compared to other pbta games it looks like there are a lot. Was there a certain number of moves you had in mind when you created them or were did you add them on the go?

Huh! I didn't really consider the amount of moves! As I created the game and playtested, I just considered what specific actions I wanted flavored by moves and built them as I went! I suppose having 3 separate categories of moves might have contributed to the high number as well!

I bought it and I am checking it out. It's interesting that it does replicate jojo but I do have a few things to point out.

On one hand it does mean you can cover a lot with the moves but doesn't the amount bog it down in a sense? I can image that a gm (especially one who tries out the system) has to glance more than a few times before realizing what moves the players triggers alongside probably missing a few cues by not noticing it. It's the gm that has to manage all the moves after all.

Another thing is the table of contents, the amount it covers is quiet minimal compared to what you actually have, it doesn't add anything to the rpg itself but it would give the pdf a more professional look to it if you would add some more to it.

What do you consider that has to be redone or added to the rpg?

Well! I do think that by separating moves into the categories, it helps to at least codify what moves would fit into specific scenarios! There is only one move that I've been considering removing ((Inspire)) but beyond that, I do think all the moves are necessary. Its hard! I want to ensure that there are enough moves for specific triggers that I want to be hit. The rest of the book isn't too long, so I hope that helps GMs focus on the moves, but beyond that, it is just hoping. 

Additionally; the table of contents is difficult! I'm not exactly sure what is important to put in there, as chapters 2 and 3 have quite a bit of content, so its matter of figuring out how to organize that.

As for your last question! I'm not sure. Every time I think the game is in a finished state, I realize I want to add another playbook, or downtime action, or mechanic. The game IS nearly done, as it just needs a good editor, but until then! I'll have to see. I do want to keep it under 60 pages, however, for easy readability. 

It does help though it could be argued that once you mix the playbook moves alongside of it, it's kinda difficult to always remember when a move is triggered. (this article talks about it : https://blackarmada.com/pbta-moves-overload/ ). And while you do have a point , perhaps it would be better to make some moves more, general if they're very similiar. 

Well it's simple, you already got the big three chapters, just add under them like chapter 2.4 : Armor , and so on. I think it's just a little awkward how empty it is and a little odd considering you do have distincting chapters with a bigger font, so it's just adding those so that the player can easily say:" Wait which page was the one about armor again? Oh yeah page 18".  Most other books do this.

That's fair enough and I look forward to it.