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I'm looking forward to what you add going forward.!

For Stress, if you're familiar with the module, it was 1d6-1d8 inflicted after a resolve save for each new encounter with the Meteor-mad colonists. ~1-3 checks per room depending on their interactions. Severity depended on how "unnatural" the NPCs were. Direct interactions with the module's "bad thing" were 1d10. Overall it felt like there were quite a few lucky rolls with passed saves and low stress damage. 

On another note, I was wondering how you rule firearm combat inside spacecraft. We did have a shootout inside of a lander module as part of the finale. With no to-hit rolls in most MotO games, I just wasn't sure on how to incorporate thar additional risk of collateral damage without it feeling forced or excessive. 

Yeah, currently the stress system is very swingy, which is very in line with general ITO/Cairn mechanics but might be more all or nothing than is optimal. Really just needs more play testing generally to dial in.

Firefight inside a ship is a good question. Usually I’d just assume that hand weapons can’t hurt a ship, but in this case I think it’d be fun to play up the risk.

My first thought was to say that rolling max damage on any attack roll causes damage to the ship (or maybe 6+ damage). Or a luck roll on every attack unless they’re specifically being careful (and therefore impairing the rolls). This does make me realize I haven’t actually included the luck roll as an explicit mechanic in Meteor. Gotta put that on the to do list.