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gruszczy

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A member registered May 03, 2021 · View creator page →

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Unfortunately, I had trouble finding players online for MAP and I try to play test things I publish. I switched to OSE, which has a bigger player pool.. As a result I never got to complete it.

I do have rough notes I was using for play testing here if you are interested: https://docs.google.com/document/d/1Jt_tXqANC1ITSQe5s-1SFZJjPJg-L0-DOUJWfdWUyZ0/...

I had the following idea how to do non-humans. Being a non-human is a special talent, called ancestry. The talent itself offers only some ribbon/flavor improvements (e.g. unlimited lifespan for elves, immunity to ghoul paralysis, +2 on searching for secret doors) and since it's a regular talent, it increases the cost of purchasing further talents (buying your next talent costs 7XP for non-humans, vs 6XP for humans). In return the non-human has access to some talents not available for humans (e.g. infravision, immune to charm).
This way non-humans can feel special, but it's costly to be a non-human. This encourages being a human, which keeps the spirit of old games (human centric).

We play-tested these and my players really liked being non-human: I had a goblin, a giant mantis, a dhampir and a dwarf in my ASE campaign.

You are right, it's a mistake! I would replace Improve hit points with Light armor prof!

Amazing, thank you!

Thanks!

I'm glad you enjoyed it! Thanks for the support!

I really like the orbital gods too! Sadly, the concept alone was not sufficient to carry the megadungeon. Gus L. has a cool module about orbital gods infighting https://archive.org/details/obelisk_final , but we didn't get to it.

Yes, resting 6 hours instead makes sense.  When watches are set the casting characters must be first or last.

Yes, consuming rations is required too. Resting vs sleeping -> I kind of left to the GM's decision. At night it's probably sleeping, in the day it might be just resting.

Thanks a lot for the feedback! Good point with the bookmarks, I will add for the next version, when I make a larger update.

We explored the gatehouse level and the majority of the first level. Unfortunately, my players didn't like ASE - I think it was boring comparing to other modules we played. Instead, we ventured into The Red Prophet Rises (many casualties, they retreated), then Many Gates of the Gann (exploring more than a half of it) and now we are finishing the campaign by trying to get out of the underworld of Operation Unfathomable. Overall, I think ASE is too sparse (too many empty rooms or rooms that pretend have content, but are really empty - like having broom and a bucket), doesn't have exciting NPCs to interact with, monsters are just bags of HPs. I can't recommend.

In March we are starting Night's Dark Terrors, but this time on OSE. I will see how it works out.

The character sheet is now available!

Thank you for the kind words! I wish I had enough time, I would definitely create something :-( I mostly run pre-made adventures though and on-the-fly convert them to this module.

I run on this the following adventures:

-> Castle Xyntillan (very easy),

-> Praise the Fallen, Sision Tower (very good adventures from Graphite Prime),

-> Wizard's Vengeance (that's my own adventure which I wrote before I wrote this setting; some day I will try to publish a conversion).

I am about to run Anomalous Subsurface Environment. If we reach beyond what is available, I am thinking about creating my own levels. If I do, I will be creating them for MAP and will publish then.

There isn't :-( Mostly because the PC information is so small, that I never thought it would be useful (but surely a beautiful character sheet would be nice). All information you need is

HP, Def, Str, Dex, Wis, Cha

Talents: A, B, C, D, E

Equipment: A, B, C, D E

But that's a good idea, I should think about having some attractive character sheet, that would make playing nicer.

@Crusader X Yes! All updates were applied to the POD pdf and that pdf was actually uploaded later to itch. No changes since then.

I'm glad you like it :) Can you tell me what do you think it's missing? I want to keep refining it, so if there are reports that some rules are missing, I would add them.

I am also slowly working on player companion.

White Box was an inspiration for me.

When you run it, please do let me know how it worked out!

I'm glad you like it! When you run, I would love to hear how it went!

Ah, good point! I haven't been keeping a log though, so I might miss some stuff :(

I will try to list all the things from the initial publishing:

* Simplified the advancement. There are just XP now, no more advancements and levels. This was confusing people (both my players in playtests and proof reader), so some streamlining

* Additional attack is now per combat (to balance it with other things), that's streamlining because now every talent costs the same

* Improved ability checks/saves talents are now +4 instead of +2 (they weren't appealing enough to buy). Immunity to poison and fear are +7 now.

* Short sword is now non-martial weapon (otherwise it made no sense from usability perspective). I think I might have made the mace destructive to (to break through stone doors).

* A lot of fixes for missing prices, wrong words, etc.

Thanks, I am uploading a fix!

Thank you for the kind words! Stay tuned for expansions :)

The talent grants you +3 to specific attribute checks (e.g. if you take the Improved dexterity ability, you will get +3 when sneaking, searching for traps, scaling sheer surfaces).

If you improve the DEX attribute, you get multiple benefits:
+1 to attribute checks (so similarly sneaking, searching for traps, scaling sheer surfaces)

+1 to saving throws (breath, mechanical traps - mind, there is a talent that grants +3 to these too, Improved dexterity saves)

+1 to Def

+1 to ranged weapon attacks


In other words, the attribute increases a lot of different stats, while the talent allows you focused increase in a specific area.

Thanks a lot for the kind words!