I really like that! It's grounded and relatable, but still fantastic.
Lyme
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These are great questions!
For weapons, I tried to keep it pretty simple and keep all of the numbers low. Weapons that hit harder than an unarmed strike give a bonus to Menace. Weapons that are easy to use give a bonus to Fight rolls, but weapons that are difficult to use or require specialized training don't. Holding a sword or any other weapon that gives some reach does make it easier to hold off an attacker and land blows, giving a bonus to the Fight roll. I can definitely play a little with which weapons fall into which category.
First Aid can be used to remove the conditions Injured and Slowed. I should probably put in some more explicit rules about that.
Panicking and scars are the most experimental part of the game and the part I'm most likely to change. It would be interesting to do a playtest running it that way and see how it plays. It could also make for a nice alternate rule to adjust depending on the type of horror game.
Took a lot of tries, but I finally got it! Helped by getting a succubus on turn 2 after building a tier 3 milkman.
One thing I didn't get the hang of was buildings. I thought they were supposed to provide coins or stat buffs each turn, but it didn't seem like they did? It would also be nice if it was clear if buffs like the Mega Milk are permanent or just for one battle.
In most investigative games, a GM should want the players to get their hands on as many clues as possible - the challenge for the players is how they interpret those clues and face the dangers they lead to. Because of that, I try to let skills be wide and have plenty of overlap when used for investigation, but I take a more narrow approach when they're being used to face danger.
Profession skills are intended to overlap, but only in the context of the profession. A race car driver can use their skill instead of drive - if their on the track. If they're trying to get a truck full of explosives up a muddy hill, Profession: Automobile Racer wouldn't be useful, but Profession: Trucker would. The drive skill could be used in either place, but it couldn't be used to understand the business of professional athletics like Profession: Automobile Racer could.
I'm personally opposed to skills that serve as general "lie detectors", like read people or psychology. To me, deciding if you find someone's words believable based on context is a big part of the game. I would allow Profession skills to tell a fake, but only in the context of subjects where they have expertise. For instance, I'd let a musician roll their profession skill to see through a record producer's lies in a business deal, or I'd let a soldier roll to realize someone is faking having military experience. For a private sleuth, I might let them roll their profession skill in the context of catching a cheating spouse or an industrial spy, which tend to be the two sorts of jobs that private detectives end up working.
It's a bit of a weakness of hitpoint systems. A common response is to view HP as representing fatigue and minor injuries that gradually weaken a character until, at zero hp, they finally take a truly dangerous injury. In practice, I've never seen a player or GM resist the temptation to describe attacks that reduce HP as causing serious trauma to the flesh. Still, HP is a feature of most older d100 horror games, so it needs to be a feature for maximum ease of compatibility.
I am working on a more modern horror system that will not use HP at all.
A lot of investigative horror adventures unfold over the course of a few days or weeks. Taking characters out for a realistic six-month hospital stay basically means the player has to make a new character or sit out for the rest of the game, neither of which are fun.
And it's not like being at full HP will help that much against really scary things.
One request - could you credit Nightmare Unleashed as by myself and Plasmophage? On a one-page game like this the art/layout are a big deal and very tied into how the final words came out.
That's really exciting! I'll go check it out.
You can also contact me at lymerpg@gmail.com and at https://dice.camp/@Lyme
I wrote a ttrpg called 5E. It is, undeniably, the world's best fantasy roleplaying game. If you are interested in creating third party content for it under my generous licensing terms, I'm running an itch jam here: https://itch.io/jam/3rd-party-content-for-5e
Feel free to hack! All my work is released under a Creative Commons Attribution License, so you can do anything you like with it, even sell your hack for money, as long as you credit the original.
If you let me know when you release your hack, I'll even share it around my own network. Well, if I like it. But I like a lot of RPGs.
I followed those guides to make both ePub and MD versions of The Lurking Fear. I'm more of a writer than a dev by skill, but it wasn't too difficult and it was fun to learn something new. Thanks for the suggestion!
I've added the ePub version to the main itch page. The MD version is only available on this blog post because I wanted to avoid confusion, but I could put it on the frontpage if I ever had enough demand:
https://lymetime.itch.io/lurkingfear/devlog/456584/epub-and-markdown-versions-of...