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(-1)

Liked: * Artwork is great!   * Your square-map is pretty and nicely organized.  * All details are flavorful and cozy.  Reminds me of Wanderhome superficially.

Concerns I had: * "Tight spots are high-risk situations where the PC must face a threat, such as a hazard or opponent...During a tight spot, all PC actions must be performed as luck rolls."  I'm not too thrilled that most of the conflict in the game comes down to luck rolls.  This feeling is only minutely diminished with the PbtA-styled roll resolution, putting yourself in a position of power to get advantage, or spending EP. * The weather table says to roll 1d6, but it has options for numbers > 6. * Can't tell if the rules are suggesting that you don't know what spell you're going to cast until after you do it.  "  To craft a Spell, roll 1d6 to determine the Descriptor table, then again for the descriptor.  Next, roll 1d6 to determine the shape table, then again for the Shape.  You decide what your Spell does, and what it looks/feels like."  So I guess that, after you find your spell's Descriptor and Shape you can try to shoehorn said spell to fit the reason you cast the spell in the first place.  "The Player must use the Spell generator roll tables from the Rulebook to determine what Spell they cast." * An example of play may help iron out some of these confusions.

(1 edit)

Hi! Thanks for pointing out the typo! As for spell preparation, you can come up with your spells and what they do during play or before, during character creation! Apologies for the confusion.

EDIT: just saw you gave the game a two out of five star rating 😅 ouch. 

Okay got it.  Thanks for the update Penflower Ink.