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(+1)
  • Almost feels unrecognizable as a Tunnel Goons hack.
  • That said, it's a comprehensive rule set, for what it is, with rich, detailed world-building properly baked into the game mechanics.
  • The Gamble mechanic really helps to distinguish this from the other Jam entries (so far, anyway).
  • Hero Points are wonderful method for encouraging consistent, frequent role-play. 
  • Generally not a fan of adding a 4th stat/Trait but it makes sense here, given the clear distinction between the sci-fi and fantasy elements, in-universe.
  • All the PbtA style  touches (Agenda, Principles, Facilitator Moves) provide a solid groundwork for would-be GMs to run this with the intended vibe.

Thanks for the feedback!

What do you think makes the game less recognizable as a Tunnel Goons hack?

(2 edits) (+1)

My personal take: Tunnel Goons is defined by its straightforward action roll resolution. For better or worse, it's characterized by pass/fail zero-sum terms. 

Degrees of Success only matters when chopping away additional HP. But it doesn't add narrative flourish the way it would in, say, FATE. 

Other hacks may change how inventory is handled, or add a secondary risk factor (aside from losing HP) but the 2d6 + bonuses is always there. 

By introducing Gambles, Stunts, and Advantage Dice, it fits the genre 100%, and creates a more distinct play experience. But it also deviates fundamentally from the core simplicity of Tunnel Goons rule set.  

Thanks for taking the time to reply. I really appreciate it!