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I also had the opportunity to playtest Planet FIST very recently. Character creation as a group was a breeze; intentionally linking the characters together set us up for a couple of good organic roleplaying moments in the gameplay. I rolled the Goofball trait and picked the Loved trait, becoming a lowest-of-the-low-ranks Private with a sense of humour he probably isn't cleared to have, took Jet Trooper as my first class and immediately rocketed off into the battlefield to crack jokes and drop blocks of C4, and get blown up by my character creation-established rival, to much enjoyment.

The setting is -- well, it's (legally distinct) Planetside! An eternal war that is as much satire of the military-industrial complex as it is a chance for tabletop players to intentionally participate in an unending science fiction murderfest (as opposed to many tabletop groups that become that accidentally or against the GM's wishes).

And the Planetside vibe has been nailed 100% in the gameplay mechanics - death is a temporary setback, or even an intentional choice, before you're pushed right back into the field, maybe closer to the objective if somebody managed to park the APC up close. So there isn't even time spent rerolling a new character for insertion; you just re-enter on the next combat round, maybe with a different class and equipment if you want.

The traits are toned down from FIST's supernatural content towards normal soldier specialisations, so combat turns are a flash affair of speed - movement, safe action and/or risky action, consequences, move on. A breath of fresh air in clunky wargaming.

All in all I think Planet FIST is a unique and well-designed entry into the indie tabletop industry. Could very well be my best experience in wargame-focused tabletop for sure.