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GrampaHowl

9
Posts
22
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A member registered Feb 07, 2022

Recent community posts

Thanks!

This is a clever game. The really stand-out stand-alone piece is the 'Rando Spells' table. I wonder if this is an original idea with the author/team or an adaptation of some earlier incarnation. Either way, it's a great idea.

There were multiple parties with small numbers of players, but they all played in the same 'game world'. A GM didn't run all 50 at once, but, more or less, serially in smaller 'combat units' (parties).

Fantastic!

Please email me a copy at hwannen@protonmail.com.

Would the 'WYRD singles' have a single-page of the character sheet? Or two character-sheets to the page? Seems odd there's not separate character sheet document. I bought my hard copy from Exalted Funeral and got the PDF, but no separate character sheet. 

I read your essay in Knock! 3 and decided to see what else you had to say. I think the character creation process should be eliminated entirely. Characters should start out as 'blobs', just 'owners' of a collection of ambiguous assets that could be magic points or hit points or action points. To perform a significant action requires expended at least one asset unless you have a dedicated asset in place. As time goes along, the characters take form as the players make decisions and take action in the game-world and decide what character features they want to make 'dedicated assets'. I like the idea that the dice get rolled primarily (exclusively?) when the GM and the players cannot agree. Hadn't thought of that

This is all 'in progress'. I have only two 'traits': Body, Soul. Right now the idea is to allow the players to trade Soul for Body and vice versa. The current price to buy one with the other is equal to the current number of that trait. If you have zero for both, you're 'dead'. You earn Soul 'points' in the typical game-play reward manner and they can be used to 'accentuate the positive' in the game like Fate or Fudge coins.

This collection gave me some ideas to think about. I'm trying to build a game ecology that tends toward equilibrium from actions. Winning doesn't mean you keep winning and losing doesn't mean you keep losing. At the same time, you want incentives for PCs to take action, share and not hoard resources. RAGS and Engine both have something that I cannot quite put my finger on.