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I've bought NAME THIS ALCHEMICAL BOOK because I was curious about the ideas it contains, and I was not disappointed. I've incorporated many ideas from it into my Hot Springs Island game I'm running with the Into the Unknown system (5e-b/x hack) and, with a bit of tweaking, it works like a charm. 

This makes me very interested in HMtW, assuming the system will have a similar rules-light style. The Obsidian Publishing idea seems great as well. I love the idea of combining a box set (multiple small books at the table) and the Obsidian Portal which I would use to reference rules during play - I always have my laptop with me when GMing for faster rules reference, music, note-taking, rolling heaps of dice quickly, etc. 

The only question I have right now: is HMtW going to be focusing on the megadungeon experience exclusively, or will there be any subsystems included that deal with overland travel / hexcrawling? 

I'm definitely keeping my eye on your project. Good luck!

(+1)

Hey, these kind words mean the world to me, thank you so much.

To answer your question about dungeons vs hexcrawls: to me they are the same thing. I have run both overworld hexcrawls and “you are all in the infinite dungeon forever” games of His Majesty the Worm using the same procedures (called the Crawl Phase, in the text).

There’s IS a page about adapting the Crawl rules expressly to hexcrawl rules, substituting rations for torches as the main delineator for how far you can travel.

So a unified mechanic for dungeons and overland? Interesting! Looking  forward to reading it when it's ready.