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This collection gave me some ideas to think about. I'm trying to build a game ecology that tends toward equilibrium from actions. Winning doesn't mean you keep winning and losing doesn't mean you keep losing. At the same time, you want incentives for PCs to take action, share and not hoard resources. RAGS and Engine both have something that I cannot quite put my finger on.

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Thanks - maybe Spice too a little? Any success with a "stat" makes failure more likely next time, and vice-versa.

Glad you got a little inspiration! 

This is all 'in progress'. I have only two 'traits': Body, Soul. Right now the idea is to allow the players to trade Soul for Body and vice versa. The current price to buy one with the other is equal to the current number of that trait. If you have zero for both, you're 'dead'. You earn Soul 'points' in the typical game-play reward manner and they can be used to 'accentuate the positive' in the game like Fate or Fudge coins.