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detecjack

13
Posts
A member registered Oct 23, 2024

Recent community posts

Those examples of your system makes reading the rulebook much better now

Didn't know you needed to start low 50/50  roll chances before going big, this makes more sense now. so if you want to do something medium or big like stealing a painting from museum you gotta have 3 to 4 dice set but if you only have 1-2 means DM have to say it's impossible 

This makes pushing to gamble more factor into it and a must do mechanic in order to progress bigger ones. I very much like it 

Thank you for your hard work and your time to reply and helping me understand your game

I see, one last thing (or until I have more questions that comes to mind) 

On skills related modification I want to create an example in order to ask this; this player is attempting to charm receptionist as distraction so the party infiltrate the building, player have 2 dice and their previous roll with 2 dice was 5 in total, player goes for inflate and gain 3 dice total and picks talking fast. 

The dice result unfortunately 4 but his talking fast is +2 so that's a successful with success result, however the next roll isn't 6 and over, that's still 4 and over correct? Or do we go back to 5 and over to beat? That's what I understood from "modifying this result does not affect the dice roll totally result that will carry over to your next roll"

i see, so once you succeds you cant choose inflate or pop until you get the chance to roll again correct? do the party share the dice economy or each have their own bubble?

what does oracle do if on combat the number 1 is when an npc hits you? is it like whether an npc wants gun battle and you roll to see if it agrees or disagree?

so on the bubble, if dice pool is 0 then they must pick inflate, however if they succeed on one die roll, they still have an option to "gamble" and pick inflate again right? its how you gain second die and roll total of two dice, if they wish to stop then they can stop while they gain this amount of dice, only do players choose pop do they reset back to 0? that or fail on the rule

really like the idea and will see if i can find a way to play this with somone


one more question: the prompt is that the criminal/s is ALWAYS responsible for the dead in one way or another? or can it be any other crime instead? (be it stealing a painting or robbed the bank)

how do you win in this game? are you supposed to stay all the way til 7th night like five night at friddy? how do i lose? when do i know a creature kills me?

browsing on new section of TTRPG and i find thid rpg and the way this store page looks familiar so i look at your profile and yep. 

you are the creator of isekai villain solo rpg that i played while ago, keep up the good work on those solo RPG projects and hope to see more fun projects

selfish request: perhaps animals related rpg? i have many mini animals toys and maybe even a 1 dm 1 player animal rpg 

Today I decided to run 1 DM 1 player one shot with your rpg system similar to how this channel does 1 DM 1 player

My friend ended up rolling really great for days and ended up his last day event 23 and with each scenario roll he kept getting lucky critical success (his attribute was 5 lore 1 love) and took many advantages to heart reward which got him to decrease so many of bad ending counters lol


On last day of 23 when he made it he also triggered protagonist 10 heart Love Interest ( she was added mid session due to scenario or some sort) and ended up giving him the biggest plot twist secret of all time. Which was she was also isekaied into the world as he was


It was really fun to see and witness and it felt like post credit anime ed with that twist if that makes sense lol

i see, i will take a look at "signal fire" case once i feel like i got the gist of it but since you are here then i can ask this:

shouldnt there be at least one quick sheet or how to play summary for the players/detectives? or reference for mix success and failure and full success and what makes deja vu etc? although i could create a refrence papers myself for players and anyone who tackle tho

this paragraph isnt a question but more so a revelation i had the other day when i searched if anyone tried running your game, and someone did but its in world of fallout series and this is when it hit me, YOUR game can run in many worlds or universe and it would fit perfect, things like gotham city in dc world or town of silent hill or even as simple as era of sherlock holmes. it hit me because one of 12 skills you created for character sheet is exofamiliar and then thinking this skill fits in silent hill lol

how easy or hard is it for new DM/Narrator to try and run this game? currently reading and re-reading the rulebook as much as i possibly can before i can take a look at "case of example" and how easy is it to run "case of signal fire"?

I didn't understand what love or attribute is until this comment. 

I think it's really important for you if you have time to update "how to play" section to include that attribute means your Love and Lore and their example on when it's appropriate to use them on. It stumped me and even used keyword "attribute" to see if I was missing anything else

Currently doing setup for my first run, and there is a question that I need clarification; there are 6 bad endings, you roll 2d6 to see what day those bad endings will be, for the first one, 2d6 if say landed 5 and 6, you are meant to addition/add together so the day of first bad ending is 11 right? And then for second and rest of them we use only 1d6 after day 11 yeah?


One last question: on how to play section "Then, resolve the scene by rolling 1d6. Roll +1d if your way to resolve this challenge is related to your role or background" 

That +1d meant to say +1d6 correct?


Otherwise I should be all good to give it a shot

Looks really interesting and I have a question 

Your rule says players have 10HP to devide amongst them, say there are 2 players and 1 DM. Does that mean each gets 5HP or do you just mean all players have 10HP and 3 skills as starter?