I really dig the simplicity of this system being a dice chain from d6 -d12. Having each roll be either a failure, setback (which I take to mean a small success w/repercussions) or outright success while skills have you make those rolls with advantage is streamlined bliss. I’d really like to try this out with my nieces and see what they think.
oldworlder451
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There are some really great generators out there with many options for making unique npcs, and while I will still get use out of those, this one makes a worthy edition to my collection. What makes this so great is, unlike other generators, it has a bit more direction on how to play these npcs. The one sentence goals, the nicknames, it helps form the character. Having a 1 time per session ability (like doing max damage in combat or easily passing a strength check) will be something that gets the players attention quick, and is an easy way for them to bond with the new npc.
I bought this over at drivethru, but I came here because I wanted to say how charming this compact little game is! I've read over it a few times now, and I really would like to play it with my nieces. It has more complexity than something like Maze Rats, but enough mechanical depth to have what seems like a few months of campaign. Really digging it.
This is a pretty interesting piece, I like that starting classes have simple abilities that reinforce their roles in combat/ the world around them. I assume this is an incomplete ruleset in the same way that the G.L.O.G is, which would explain the lack of spell lists. I can see this pairing especially well with Maze Rats random tables, like a perfect fit actually.
A jam with this game would be interesting I think.