Nice gem!
I love the flavor (from the visual aspects to the music, and even the writing). You used the format very wisely. I'm really blown away.
The only thing I would change is the suits icons - they don't look as punk as they should (and the table numbers). Everything else is just f*cking amazing!
cmartins
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Wow. Great initiative! I'm gonna join this game jam!
I love the whole vibe you put into it. The moon, the labyrinth, the AI rules + plus the art thing!
May I "give you a hand" with the art stuff? I totally understand if you want to do it solo - I don't want to mess up with your project. But, if you want: I can open 3 slots of free art commissions (one per month until the deadline - er, 1 week before the deadline).
I agree to all of your conditions and you could include my art on the free pack as well. I suck at social networks - you can contact me here rpg[a]cmartins.art
Thank you for your words. If you run it again, tell me how it went with these tools.
I love this setting, but I believe the people from WoD did a quickstarter where they focus on the "quick" (it seems rushed) and they forgot the "start" part (it's looks very difficult to newbies) - no sheet in main doc, no pregen... Crazy for a company huge as that.
Thank you for your interest in the basic rules!
This game was done for a "24 word JAM". So, it lacks a lot of clarifications and a proper Rule Setting... It's advised that the players are already familiar with some tapletop RPGs concepts (I should have mentioned that somewhere, and I didn't - my bad).
The character sheet should contain all you need (besides the dice). It's encouraged that you came up with your own rules. Nevertheless, I'll tell you how it was intended to be played.
- Gather some people to play a "make believe" game. One of you should be the Narrator, the other(s) should be the Protagonist(s).
- Discuss the type of world you're portraying.
- Protagonist write 6 skills (based on the portrayed world) and then allocate 8 points (check the screenshots to see some examples).
- the Narrator portraits a scene and asks the players: "what do you do?"
- the Protagonists tell their intentions. If that action shows some kind of uncertainty, the Narrator defines an obstacle (0,1 or 2) and dice must be rolled by the Protagonists!
- Choose the proper skill and roll 5 fudge dice (5df). Based on the amount of points you allocated on that skill, you can ignore that many negative dices.
- Compare the dice outcome with the obstacle (check the IF table on the sheet). Based on that, the Narrator creates a new scene.
- Repeat te steps 4 to 7 until you're pleased.
Notes:
- your dice pool will decrease (-1dF) when things go bad.
- check the images - I provided some gameplay examples there (hope it helps).
Well, this is it.
I'm not a native speaker, so I apologize for some errors or speech articulation. If you still have some questions, let me know. And I'll do my best to answer you.
Pode ser um videojogo, claro.
Nos anos 70 apareceram os primeiros videojogos. Estou certo que haveria muita coisa que a PIDE poderia não gostar num "oregon trail". Se quiseres manter a vibe dessa época, força. Ou então, imagina como seria se o 25 de Abril tivesse demorado mais 10 anos e o teu jogo coubesse numa disquete proibida... Ou se houvesse PIDE nos dias de hoje (e não ficas limitado aos gráficos).
O que importa é a Liberdade :)
Espero ter ajudado.
Thank you so much for sharing the ideas. Your appreciation and input is most welcomed.
I think removing a positive die from the roll has the same impact as the "automatic minus" that CrlBox suggested (my answer to their post wasn't there when you made your suggestion - my bad). I am not saying that's not okay, I just think it's creates difficult situations for the players.
About the blank skills: You can use blank skills, you just have +0 bonus (you're not good at it).
In this game, skills were envisioned to be the same for all the players - things that everyone can do. You define the skills, when you create the characters - and skills would end up defining the game you about to play. For instance if you're playing a dungeon crawler (where the characters hack and slash all the time) you won't use Charisma - maybe you'll end up with something like "Sword / Arrows / Magic / Silence / Resistance / Camp". If you want to have unique abilities, write those in "resources" - let's suppose that Magic is not for everyone - then, you should replace it in the Skill section (by Armor, or something, idk) and only those who can use it, should write "Magic" in their Resource section (unlocking that ability and granting a re-roll).
Hope this clarification helps. Feel free to drop any further questions =)
(sorry for taking so long to answer, but I missed the notification). I believe "auto minus" solution could lead to a downward spiral, like you also mentioned.
Let's imagine a player facing an obstacle of 2, with -2HP. To get a partial success they need:
A) + + on the dice roll >> 3 dice (-2HP) VS -2
B) + + + + on the dice roll >> 5 dice VS -4 (-2HP)
both scenarios allow you to have a minus on a roll (if you have 1 skill point to ignore it) or a blank
I believe it's way harder to get B, and that's why I stayed with the A approach.
Your input is great. And I believe it suits the game perfectly, if you're playing an harder scenario, or a game with less rolls, or a game that allows you plenty of health recovery.
What do you think? Thanks for the discussion.
Glad you like it :)
It's not quite like that. In 24 words it's difficult to explain... Let me try in the comments.
The skill only allows you to ignore negative dice - it doesn't grant you positive value. For instance, if you have a skill of 3, like you said, you can ignore 3 negative dice. But, you still need positive dice to succeed against an obstacle of 1 or 2. And that becomes harder with less dice.
It may not be the best solution... I'm open to suggestions. But I also wanted the dice to emulate HP or vitality - you become weaker as you lost.
What do you think?