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emmegi

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A member registered Mar 31, 2022 · View creator page →

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Hi, I’m reading the manual, but there’s something that doesn’t quite add up for me: why the breathless system? I’ve always seen it used in survivor games because of the strength that gradually fades over time, but here I’m struggling to understand the reason for such a… punitive system toward the character. Is it because they’re no longer living beings and so the intent was to emphasize that aspect?

I'll try to make my question clearer: I only see three tiers for weapons—d4, d6, and d8. If I use Become Stronger on a weapon that already uses a d8, does it, for example, become a d10, or is it already at its maximum?

As for choosing a magic item, I'm feeling a bit unsure. Considering that the three tiers are Magical Wand, Magical Scepter, and Magical Staff, in my opinion, something like Beginner's Spellbook, Intermediate Spellbook, and Advanced Spellbook would give more of a magical feel. I think it would make one feel more like a wizard rather than just having a wooden staff.

Thanks for the answers anyway!

Hi, I'm reading the manual and I think it's fantastic! However, I have a few questions:

  1. I see many items with the same bonus but different prices. Is it just a matter of how the item looks? For example, I noticed that a Hatchet costs almost half as much as a Magical Wand, but they both have the same die.
  2. Magic doesn’t deal damage on its own but relies on the magical weapon I choose, correct?
  3. Adventure moves keep track of the clock... but only if I need to get somewhere within a certain number of days, right? Otherwise, can I ignore the passage of time, or does something specific happen if too much time passes?
  4. The Become Stronger  move says, "Step up your weapon’s damage die"—but what are these dice? If a Battle Axe uses a d8, what die does it become? And is the Toughen Up  choice valid only for light and medium armor since heavy armor already has 3 slots, or can it also be used on heavy armor?

I've read the chapters you recommended, and I can indeed use a new Spark this way, but... I can't help but wonder: does using all these Sparks really make the game as easy and beginner-friendly as it claims to be? I realize that with this question I'm going a bit off-topic, but in a classic game, combat is like 'you took 10 damage, you have 2 armor, so you lose 8 hit points.' Here, on the other hand, I would need to start a new Spark in addition to all the ones I already have for everything that's happened to me previously during the rest of the game, ending up with a table full of Sparks to keep track of all at once.

For now, I've only simulated a couple of isolated situations; I haven't played a full session yet. But so far, I have the feeling that relying on Sparks so often doesn't make the game as simple as it seems...

Hi Cezar, will you ever put up an example of a combat? I played one and found myself struggling; without hit points, the consequences I create are either easily ignorable ('it gives you a cut on your leg' which in fact changes nothing) or, on the contrary, they make any monster super fearsome, because using the complications table, even the dumbest monster can leave me with one (I'm referring to table 08). Do you happen to have any suggestions for me?

Hello, i have a question about how points are assigned during a game. The manual says that you only give one to the opponents when you score 7 or more, but since it is not possible to do this unless we choose to withdraw, it is practically impossible for them to score one. It will always be more convenient to let a 4 or less pass and take a complication rather than withdraw.
What am I doing wrong?

hi, i'm not sure when tick the Landfall box. it's only happen when i get a 6- on a "assess a situation"?

Ciao Luca, ho alcuni dubbi dal lato "magia" :) visto che chiunque può meditare e chiunque può mettere punti su arcano, è giusto dire che in quei casi chiunque può usare una pergamena incantesimo? Quando si parla di "guadagna un incantesimo" significa che il giocatore può scegliere se prenderlo dal gruppo della sua classe o da quelli generici a suo piacimento?Grazie :)

what happen if i roll equal to my investigation score? ^_^

i didn't understand a few aspect of the game:
1) this is from the Push System "⦁ 1-4: Weak Hit. You can choose to roll +1d6 but must add it to your result." why shoul i risk a Miss if i already have a success?  ok, it's a success with complications, but a success with complication is still better then a Miss
2) "Each player contributes one goal to bring them closer to overcoming the nightmare threat. " when we should do this? before start the dreaming session? or during the play?
Thanks

are there any list of all push-system games?

it's in the note of manual "This is a collaborative experience. Please be kind to others while writing your part." there are no a single rule that force the fiction to a collaborative experience, every player play on his own...

I miss the "collaborative experience" thing o_O i mean, i write for 7 days and then i give the journal to someone else, i will never collaborate with anyone and neither they'll do...

Thank you for your answer! I have another one if i can ^_^ I can't understand if any character have 5 K-Force points or is the whole team that have 5 points. I mean, if we are 5 players, each one of us have 1 point to spend?

Hi! I'm not sure about how many "goals" invent for a single episode. I have read the "Agenda" section but it's still a little unclear ^_^
Thanks in advance :)