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Hi.

I have several doubts with the rules, would it be possible for you to answer them, please?

They seem pbtaesque in their nature, does the Manager ever roll? If so, how is it done? which are the rules/mechaniques covering the rolling for targets and enemies? in several places it is stated the some of the rolls made by targets/enemies are modified with bonuses or penalties (+1 if they know some bits of employees ID and -1 if employees happen to discover one of target's secret) but no more details are provided. I guess moves are only intended for employees and since some of them cover the back and forth of the interaction between PCs and NPCs, what are the NPCs' KPIs for? Are there other overlying mechanics besides moves? In the text some advice is given when something a PCs wants to do doesn't fall under the scope of moves: try to fit in to one of the moves or roll. Should that roll follow the scheme of critical/success/partial/failure or proceed according some other aproach? Moreover, in one of the pages it is stated that basic mechanics is 2d6+kpi vs a difficulty set by the Manager. Is that still valid? it seems to contradict the moves.

I know I have too many questions, it would be great if you could at least take a look at them and provide some insight (still below 5, no worries).

Hi Davrivas,

Thank you for your questions --  the project was developed in bits and pieces over a long period of time, so there's still a bunch of old stuff in there that doesn't mesh with the final version of the rules (which I've somehow managed to miss).


To answer your questions:
  • The Manager isn't meant to roll. The Employee ID details providing bonuses to enemies is a holdover from the original system, I'll have to address that in a new version update.
  • Any roll made outside of the "Moves" structure should use the table provided alongside Moves to measure success. The "against a difficulty set by your manager" is another holdover from the original system, and needs to be removed.
  • NPCs were originally provided KPIs as part of the same system -- however I think they might be useful to leave in as an indicator of their abilities -- does that make sense? Or do you think they should be removed entirely?

Again, thanks for the questions (they help a lot to address inconsistencies and stuff I've not picked up on). If you have any more, let me know.

All the best,
Dave

(1 edit)

Thanks a lot for your quick response Dave.

My personal take on it is that NPCs' KPIs should be removed, since they could mislead readers, but I see your point. If I wanted to keep some value as an indicator of their abilities I would go for a unique value, no need of symmetry, something like ORI (occupational risk index, pun intended) with just one number to reflect the danger of the threat and the severity of consequences when dealing with them . Everything else included in the description is ok and enough. Maybe highlighting some specific reactions Manager can access to when Employees deal with those specific members of the staff could flesh them out and make them unique. But, all of this could go far from your core mechanics.

Thanks for your thoughtful response!

I think that the “Occupational Risk Index”, and other changes, would fit much better. I’ll try and fold something similar into future updates.

Thanks again, and I hope you otherwise enjoyed the game!

All the best,

Dave

Yep, I am going to test the game in the following weeks, I will tell you how it went!