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These are mechanics I can get behind. Only a ~33% chance of failure? I like those odds. Especially if my ludicrously broad trait "Jack of all Trades" is rank 10! Haha, no, no I would never do that. Or would I? Easily countered by an NPC's "Murphy of Murphy's Laws" having a 10 as well. Why do you think Murphy is so intimately familiar with those Laws?

One has to wonder what a temporal consequence would entail. Are we talking ridiculous Dr Who temporal phantoms which are easily defeated by a church, some sonic waves, and an impossible (not improbable, mind you) interruption of the temporal loop, or are we talking becoming your own mother AND father type horror stuff? Whatever it is, it's bad. But it's oh so good!

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It is hard to put a guard against every shenanigan players can come with. I dare to say that any system claiming to provide such a thing would be a digital-only work, or require a hand truck just to move the books around. So, yes, I designed the system assuming no player would try to abuse it. Naive, but a 200 words cap require some sacrifices.


Temporary consequences (yes, that was a typo, temporal is the spanish word for temporary.  I mixed the two languages) are things that make a character life a bit more miserable for a short while, like a dislocated shoulder, o making a NPC uncoperative due a misundertanding. This is, something that goes away once you have time to take a look at it calmly. On the contrary, a persistent consequence is something that makes a character life miserable until they invest time and resources to remove it. A bunch of broken bones or a staggering debt to a loan shark would be nice examples.

Temporal or temporal, I like how it's done ::thumbs up::