Thank you!
I definitely have plans for more, but looking at my schedule that's probably going to need winter holidays to finish up, at least.
Thanks for the encouragement!
Thanks for checking it out!
In my tests, the two decks were necessary because you burn through a lot of cards even in just a simple round. The number of cards in the deck doesn't dictate the length of the game as much as what cards are drawn to create the border. There are a lot more normal (Stash) cards than one might think, and having two decks makes the face cards less concentrated. Even then the best way to control the pace is the GM. If the GM chooses to keep the risk low/reward high, that's the easiest way to speed up (or pace) a game, as the players do not burn a lot of stash and can use them for big dice pools.
I hope what emerges from the one page RPG is an irreverent and not-so-serious parody of Blades in the Dark, so wild extremes are a welcome feature if they happen. I would hate for it to seem too long, however, and if there's ways to shorten the game accordingly I will certainly want to look at them. Thank you for the great feedback.
If you get a chance to play it, let me know!
Hi there! Thanks for checking it out.
The way my table plays is that it's a 1-to-1, so filling 2 soak instead of taking 2 damage, for example. Usually the players tick the first couple of soaks before having to make decisions to start tagging the HP bar or take a Condition.
A separate playtester told me that their table did it the other way -- that they can check a Soak box to negate all damage for a given hit-- much like triggering an Evade, so there is some precedent in the game. They said it worked really well and led to some tactical choices during the fight scene. However, I would suggest that this means that Soak boxes should not "heal" as rapidly, as they likely represent more significant damage being taken, so maybe switch the way HP and Soak heals if you want this option.
These house rules were written before the Tiny system made those new Heavy Weapon rules. I have not been able to playtest anything, but my gut says that it can be a player's choice-- using Heavy Weapons for a +2 to total damage but also -1 action on your turn, or using Heavy Weapons for +1 to total damage as a normal action. As always, you can never have more than 4 damage in any given outcome.