I see. I'll consider what I can do.
Bruno Prosaiko
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Let's see. The Hellbender paradigm says:
"Even the devil can be tamed if you know his weaknesses".
This paradigm indicates that the magician is someone who deals with secrets and manipulates weaknesses. Maybe in a John Constantine kind of vibe. This can be interpreted in several ways, for example:
- Performing a ritual to discover an enemy's weakness, such as a fear or a desire.
- Manifesting someone's fear, after discovering it.
- Concentrating for a moment to discover the weak point of a structure, such as a wall, where even a punch could knock it down.
- If you know someone's weakness, you can give them an order that they cannot refuse.
- Forcing someone you have done a favor to do something for you in return.
- Perhaps summoning lesser demons to perform small services, as long as you compensate them adequately.
- Forcing someone to assume their true form if you know their true name.
And so on. The idea is to extrapolate the interpretations of the paradigm to create evocative effects.
Sorry for the huge delay in responding. I don't have any references for spells yet. Since this is a game heavily inspired by Mage: The Ascension, you can take inspiration from the type of magic that is done there, just simplifying all the systems involved.
Basically, the character can do anything that their Paradigm (belief) allows. This is quite open, I know. In fact, characters can try very powerful effects, but doing so openly can accumulate Paradox and draw unwanted attention.
In the end, it is up to the players to decide how epic or subtle the game will be, and the GM is encouraged to respond accordingly.
I really enjoyed this game. I found the setting to be highly evocative; the text and illustrations made my mind wander and left me eager to try it out.
I loved the magic traditions, though I was a bit frustrated to see that most spells are focused on causing or healing damage. I felt the effects could be more creative.
I appreciated that the brief bestiary has its own flavor and doesn’t just adapt traditional creatures to the setting.
The system seemed quite interesting, although, just by reading, I have trouble imagining how material from other OSR/NSR games might be adapted to this one. It's something I need to experience in practice to fully assess.
Overall, very well done! Shadows of a Dying Sun is a very intriguing game, both in terms of setting and mechanics.
Is there any plan for a license for third-party creations?
I read it and thought it was really cool. I really liked the context of the game; simple, brief and evocative. The art is also quite evocative. I felt like playing it. ^^
When I first read it, I think I identified two errors in the text:
- On page 8, it says to buy additional equipment with 20 Coins. On the next page, it says that the characters start with 3d10 Coins. I imagine the first one is correct because it also appears in the additional equipment section (page 11).
- Raised Skeleton (page 40) has the peculiarity of the Striga's legs.
Regarding the mechanics, I was unsure whether the armor values aren't too high to the point of slowing down the game, especially for the bosses, but I suppose the damage explosion and the damage advantage rules can balance this out. I need to test it out to evaluate it in practice.
I especially liked that the game has an open license. I hope to do something for Striga in the near future. ^^
Well done. You made a really cool game!
I loved the game, although I have some doubts about how it works that I will probably only be able to resolve after playing it.
From what I understand, there is a possibility that a mek can explode without having done anything just by rolling a 6 on the OVERHEAT TABLE after the end of the round. Is that right? If so, it sounds pretty chaotic. XD
Would you allow me to translate the game's text into Portuguese? That way, my fellow Brazilians who don't understand English can enjoy it with me.
Great game. I'm waiting for the next updates and I'm looking forward to playing it.
Hey! I'm so glad you played and enjoyed it!
Paradox is cumulative. The character is not required to rest to reduce it, it is just something that can be done. Each backlash and each entire day without performing magic recovers 1 point towards the Paradox threshold. If you want to take a risk, the character can have several consecutive backlashes before deciding to take a day off to recover.
Any magic that a sleeping observer would not notice or view as a mundane event is coincidental. Magical perceptions are good examples of coincidental magic.
If the character talks to inconspicuous spirits, a sleeper might only see it as a lunatic talking to himself. However, if the character causes a spirit to act physically, such as commanding a wind spirit to lift him or a storm spirit to suddenly change the weather, then we could consider it vulgar magic even if the spirit itself is not seen.
It is worth remembering that several "coincidences" happening successively in a short period of time begin to seem too unlikely. Ultimately, the GM is the arbiter over each event.
Thanks for the question and good gaming to you!
Perhaps a combination of the "strength" of the ability in the game and its frequency/activation:
- Little effect on the game = 5s
- Considerable effect on the game = 10s
- Dramatically affects the game = 15s
- Rarely useful (as in crits) = +0s
- Eventually useful (with 12+ on 1d20) = +5s
- Power (card destroyed if failed) = +0s
- Often useful (such as always active or passive) = +10s
So a considerable but rarely useful effect would cost 10s.
The keywords would probably also be worth some variable cost.
What do you think?
Topic reserved for answering questions.
To ask questions specifically about the rules of the 7:7 game, I recommend doing so on Duncan Hall's (author) page.
Thank you to everyone who downloaded and shared the template! I leave this space reserved for any comments on this.
To comment specifically on the rules of the 7:7 game, I recommend doing so on Duncan Hall's (author) page.
Thanks for the answers, Duncan.
In fact, I'm working on a template for editing cards. I took the liberty of doing a redesign to make life easier for distracted players like me. ^^
Here's a preview of the redesign. The illustrations are by Simon Bisley who I used for composition purposes only. What do you think?