My apologies for only just seeing this, I'm always surprised that people are still curious about this game. I hope you found some good stuff to play solo and that the holidays haven't been too rough so far - I've just added an extra 20 Community Copies. Good luck!
AndrewWalter
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It's an honest-to-goodness RPG ZINE in the tradition of the pre-Zinequest rot days. That is to say, it's a one person effort that has (great) black and white art, a rough-n-ready quality, useable game stuff, and even gives back to the community with a couple of mini-reviews of other zines at the end. Two mini-dungeons, several great hand-crafted maps for your own stocking, some bespoke character sheets and a whacked out character class that I won't spoil. Ten fucking skulls!
Fabriano are most well known for their artists/watercolour papers, but the pad in question isn't anything extra fancy. Likewise Rhodia basically make somewhat fancy looking notebooks/pads - not in the ridiculously lavish Moleskine bracket though.
The maps are drawn on A4 paper, and then the contrast on the pencil was tweaked a little bit in Photoshop.
Hi Orxalot
Thanks for the purchase and for your question.
It didn't really come up in playtesting, mainly because I mostly presented stunts to playtesters as 'A little somethin' extra' on top of your successful hit, rather than very complex set-ups.
In the grenade round a corner example, I might rule something like the hostile around the corner is damaged but only takes 1d8 damage from the splash damage instead of the full 3d8. Or, if I was having a bad day, I might instead just say no damage was dealt and those are the consequences for trying something so tricky. What were your own ideas?
Rulings-on-the fly are very much part of Slipgate, coming as it does from OSR type games. Depending on your table, you may wish to roughly outline what the success or failure consequences could be before the player attempts the stunt, although you'll find that slows things down with players hemming and hawing before they commit. All depends on the sort of game you want.
The Stunt Die mechanic is shamelessly ripped off the Mighty Deeds rule for Warriors in the Dungeon Crawl Classics roleplaying game (though extra damage is explicity never a result of a Mighty Deed - slightly different) so if you wanted to read further about how people use that rule it might elucidate things a bit - there's certainly a lot more DCC players than SGCP players!
Let me know if you need anything else.
Cheers
Andrew
Finally got this to the table - review and actual play posted on my blog! See here to check it out.
This game needs more attention. It openly cribs mechanically from Whitehack, Troika, Maze Rats and probably some others, but the feel is definitely unique.
Starting characters pack a lot of punch and essentially have an equipment list granting them immediate access to two magic items, as well as potentially great powers from the abstracted spell system, high damage output, multiple attacks and even 'extra lives' (at a cost) with the True Name system. Despite this, it can be GM'd as deadly even with these advantages. The resulting experience feels a bit like immediate mid-to high level OSR play from the get-go, crunchier than many indie rules light games but entirely manageable. Add in the modularity of the planeshopping Rungs system that make up the implied setting and you've got something perfect for quick pick up and play games or short campaigns.
Don't drown in the hype stream, check out Ruiner instead!
Not sure if you read this Ray, but I have been messing around with some solo play of this game using the Recluse solo engine/oracle. I wondered if you had any ideas for how gaining an Insight might work in solo play, since there's no GM to question apart from yourself, and you're kind of doing that constantly in solo play anyway. The only thing I've thought of so far is to put a scenario or question that relates to something 'off camera' the PCs couldn't possibly ask or even be aware of to the oracle when an Insight is rolled, but it still doesn't feel entirely right.
Thanks for your reply. In order:
-Thanks for clarifying, I think I was confused by the dice icons on the delver sheet.
-I am proud of my survivor! I feel like he might be doomed for the next trip though...
-In the current version, it says that a fully mapped room has Danger 0, not +1! So that might be something you want to look at. Also more generally I would recommend rigorously checking how you use and differentiate the terms entry and room in the rules as it seems a bit flaky right now!
Also I only got a Drop at the mission end, is the intent you can also buy them during a delve? Because it doesn't say that anywhere.
- Yeah I would settle on either power up or checked and eliminate all other mentions of the other!
Curious how many rooms will be in the final thing? And yes please I would love to be credited as playtester!
A
Okay so I had a good time with this last night, running three delvers through their paces, I really like the 'push your luck' aspect, the ultra light touch rules, the terse area descriptions, and being able to name an area after it's fully mapped is just flat out cool.
BUT I've got a lot of questions:
- Is a starting Delver's maximum DNG 20pts, or 40pts? I was playing it was 20 since I thought the only thing that affected it was your mask. Is it actually meant to be 20 (your limit) and your mask ADDS another 20?
- When you return after a delve, does your DNG reset? I can't see anything that says it does, but it seems like it would basically be impossible if it doesn't. My third guy made it out but he's got 17 DNG and he's still only got the starting Mask.
- Satellite Drop Orders are specified that they can be ordered and delivered to any [-1 DNG] room, whether the delver is present or not. So that's something intended for use in a later delve, once you reach the room you specified? And also, is the only was for a room to reach -1 DNG to fully map it and then make use of the Atmo Processor augment?
- Happy Times Resupply I have all kinds of questions about. It says that DNG reduced by current mask's limit. But doesn't that mean it would just reset your current DNG to 0, since as soon as you reach your mask's limit, you perish? Power Up - what does that mean in this instance? What would it mean for this specific drop item for it to be powered down, and how would I ever power it up?