Full page on-screen version uploaded!
Reaver Workshop
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Massa! Espero que curta e me dê um feedback! Nos próximos dias sai a versão BR!
Pois é, eu até gostava dele tb, mas iria dar um trabalhão danado pra montar, algumas pessoas têm dificuldade em montar os livretos, imagina se eu colocasse aquilo, acho q ia ter gente q iria baixar o rate do jogo por isso, hahaha. Então preferi dar um upgrade na ficha e aquele contador acabou ficando desnecessário, tem tudo na ficha agora.
Valeu!
I understand that I may choose which location I wish to go on every turn right? I think that isn't very clear in the rules, specially on how to start. Maybe you could include a text like "choose a location to explore...". 'Cause locations have dice numbers, but I think I'll only roll when I get a rumor.
Use more verbs like "choose", "roll". Instructing the player more objectively you know? Like "choose a location" then "roll a d6 for the correspondent location", and so on...
I think the modifiers I get when finding a clue are cumulative right? I got a little confused there when it's said +2 is the maximum. Maybe this text on clue modifiers could be reviewed for a clearer understanding. But I think I got it.
The layout is pretty cool and simple, I like it, specially it's a 4 page game! I love small games with less rules. I suggest to put the wizard on the left side, before the text. Also since it's a 4 page game with pages split in half, you could arrange everything to be printed in a A5 booklet, for that, page 1 will need an adjustment, the other pages only need to have each half page transformed into one single page. Then we'll get an 8 page A5 booklet, that sounds very cool to me who likes to print my games (I don't like playing this kind of game on screen).
Maybe you could make different tables for NPCs and for Rumors, after all, who tells the rumors? I think it's another NPC. It's a little confusing to have 2 different things in the same table, also because they are in interspersed results.
I like dice rolling with tables games, but I think I miss a little of agency here. You know, everything is on "dice hands", you don't control anything. Maybe if the wizard (the player) could have some actions to change game course things could be more interesting. After all the character is a wizard, I think he/she knows some tricks (maybe enchant an NPC or something).
I think that's it for now! Great work you did here! All my suggestions are with good intention. All the best with your game creation!
I just added it to my recommendations list in my page.
Just printed and played this game today. It's pretty cool! Quite simple and with a nice story and atmosphere.
I just think it could fit better in a booklet format. But if maintained in cards I suggest making bleed for the card backs at least, in case of printing misalignment, it's almost impossible to match front and back perfectly for a homemade print and play game.
Thanks for the experience!
Greetings! Thanks for asking!
There are 7 Traits there. You choose 3 of those to be Advantages and 2 to be Disadvantages. And the remaining 2 will be neutral.
As it says in the paragraph below, you get +1 on die result for an advantage and -1 for disadvantage, so you may choose to mark the way it fits better for you, for example you could put +1 in the 3 advantages you choose, -1 in the 2 disadvantages you choose and 0 on the remaining 2. Or just write A in each of the 3 Traits you choose to be your advantages and D on the 2 traits you choose to be your disadvantages, then just let in blank the other 2. It is up to you to mark the way you prefer.
Then when you come to a paragraph in the story which refers to some Trait, you will see if you have Advantage or Disadvantage in that.
Understood? Hope it helped! And hope you enjoy your trip!
Edit: Oh! And thanks for pointing the typo, I'll correct and upload a new file.
Hi! All the files are in A4 format, I intend to upload a letter version, but don't know when. If printed without adjustment, all the cards are in exactly poker size (except Items cards, they are minicards). If the board isn't adjusted also, it will fit perfectly an A4 sheet and all the hexes will fit perfectly 25mm base miniatures.
If you want to print the rules also, it's in A5 format, so you can print a A5 booklet in one single A4 sheet (since it have 4 pages).
Hope it helped!
Sim, concordo, e com certeza acredito que todo sistema de RPG é assim, ainda mais se for jogar solo que é o meu caso.
Mas ao meu ver os sistemas emergentes precisam de jogadores para testar e sim, precisam mudar e se aprimorar. Então ainda acho a regra de encontros a cada 30 minutos bem quebrada para o sistema. É estranho deixar algo no sistema afirmando que isso pode ser mudado, sendo que todos vão mudar e ninguém vai jogar com a regra original, não me parece sensato.
Por exemplo, encontros a cada 30 minutos indicam 48 encontros em um dia de 24 horas, ou se deixarmos apenas 12 horas, teríamos 24 encontros por dia. Mas levando em consideração que a noite nesse mundo também é perigosa, é mais encontros atrás de encontros. E se você se move 6 horas de um hex a outro, seriam 12 encontros em apenas 1 hex. Nada disso faz sentido para mim e não vejo apenas como uma questão de adaptação, mas sim como uma falha que precisa ser revisada.
Tem uma questão nos encontros aleatórios e tempo de viagem que precisa ser revisada. Rolar para um encontro aleatório a cada 30 minutos é demais! Se posso viajar um hex a cada 6 horas seriam muitos encontros para apenas 1 hex. E viajar um hex a cada 6 horas talvez seja relativo, talvez 1 hex por dia faça mais sentido, e uma ou duas rolagens de encontro por hex também. Ou rolar um encontro para sair de um hex e outro para entrar no próximo, isso é um tempo de viagem de um dia, contanto tempo para poder caçar e descansar nessa viagem de um hex a outro.
Acredito que o sistema faça mais sentido em um hexcrawl que um dungeon crawl, não sei se seria muito interessante tem um mundo da idade da pedra cheio de megadungeons, até mesmo os dreamdungeons seriam algo mais especial. Então talvez encontros a cada 30 minutos façam mais sentido no dungeon, mas ainda assim seria melhor revisar isso.
Tb tem outra questão sobre os descansos. Descansar apenas 10 minutos para recuperar 1d3 + Coração é muito pouco tempo. Vejo que seria necessário o que é descrito como descanso longo para isso ficar mais justo. E o descanso longo seria um dia e noite inteiros. Senão ao meu ver fica muito desbalanceado. E isso conversa com oq falei sobre o tempo de viagem e encontros. Se eu tenho 2 em Coração e tiro 3 no d3, vou recuperar 5 em 10 minutos? 5 para um personagem de Vitalidade 10 seria um ferimento bem grave.
This looks brilliant! Such a simple and fun, and beautiful game! Congrats for the work!
I just think it is always an advantage to throw a cheap Scrap to avoid night rolls, there isn't any advantage of rolling for the night since only a result of 6 could be good. The other options are always worse than spending 1 cheap Scrap to avoid it.
This is something which could be more balanced by adding 1 or 2 advantages by choosing to roll for the night.
Thank you very much for the experience!
Edit: Just came back here to say I have a huge interest in translating this to brazilian portuguese. Brazil have a strong scene for Print and Play games and Solo RPGs. Could you provide the files?
Great work man! I think it is exactly what I was expecting. I think it will be a great game!
I have some first impressions for my first minutes playing only:
- Make Z to accept/confirm and X to cancel/back, the less buttons I use, the better. Why should I use Space and Esc also? (the same for the controller)
- Movement overall and some movement animations seems a little bit slow, making it a little kink to play (but it is just my first minutes). Controls seems responsive, but a little slow.
- don't know if grappling in the walls is very intuitive, I felt a little lost on how it works.
- Jumping and attacking seems weird, the characters just freeze in the air, let the movement flow.
- more on the controls, Z for attack and Space for jump doesn't feel right. Make it Z and X instead.
- tapping to attack with spear and holding to throw seems really fiddly, don't know if this will work on fast battles, maybe choosing which weapon to use and maintain one single button for attack could be better.
- finding ready made spears anywere looks weird for game with some realistic intents.
Well, I stopped when it was needed fire to procceed. Couldn't find flint or any way to make torches. For a starting part it doesn't seem intuitive on where to go or what to do from here since all the rest were very straight forward (so I can't say anything about level design too). My gameplay ends here.
Overall, looks a really, really great work!!! You rock, man!!! Truly rock!!!
Não joguei ainda, mas tive que deixar um comentário para elogiar o que parece ser um trabalho belíssimo. Que beleza o layout, arte e ilustrações, diagramação, e o game design, tudo parece se encaixar perfeitamente.
Espero que esteja correndo atrás para publicar a versão física.
Tudo de melhor e sucesso!