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I think there's some fertile ground to be mined in the idea that the composition of your dice pool says something about your character, and that you lose dice from this pool. This could be explored more in-depth without the constraints of a 200 word RPG but seems like it could create some really neat interactions. Cool idea.

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Thanks gnomio, early on I realized that my core mechanic was really going to take up a lot of space so squeezing in opportunities for role-play cues and character customization in the margins was important.  Using the pilot dice as personality litmus test, "skill" measuring tool, and Hit Points rolled into one felt like a reasonably elegant contraction of rules overhead.

I have a longer draft version of the rules that a little more than doubles the word count and adds some framework for downtime, including a certain form of 'healing' of lost dice (as well as out-of-Frame risky actions).  Once the voting is over I'll likely post that, also have been thinking about drafting the whole thing up in a visual-enticing PDF...