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Redwood Rhiadra

23
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A member registered Jun 09, 2020

Recent community posts

King Whopper doesn't seem to have a price? (It's just "G").

Page 5 has the rules for a loss, but the table has "Good Luck" as the final value.

Page 6 has the rules for a gain, but begins "If the percentage rolled is less than 100" (same as page 5, i.e. a loss) and the table has "Bad Luck" as the final value.

Thank you!

Could you provide a regular PDF for those of us who would rather play from our computer or tablet and not a printed booklet?

"Discrete" and "non-discrete" actions on page 4 should be "discreet" and "non-discreet" ("discrete' means individual or separate, "discreet" means quiet or unobstrusive)

I figured this was from Zelda before you mentioned it was from Zelda :-)

Next to "Game Mechanics" you say "(by rolling 1d16)", I think you mean rolling 1d6...

I feel this lacks the immersiveness and ease of play of its competitor We Are But Worms.

Hey, thanks for the response! I'll definitely keep that explanation in mind for Make a Promise, and go with your gut feeling on the Root Around/Make a Deal.

And I'm really looking forward to 1.2 :-)

Some thoughts:

There's some contradiction between the How to have a Job section ("you won’t have to Try Your Best!! to get a job in the Valley") and one of the Your Truths options ("Starting Promise: Get a job to pay the bills")

With the starting promise for inheriting a farmhouse ("fix the old farmhouse"), traditionally in farming games you would essentially gather building materials (mostly via foraging, logging, & mining) and then trade those to the carpenter who would then come out to your farm and repair it. This sounds like the "Root Around" move and then "Let's Make a Deal" - but neither of those can provide any progress towards a promise...

For "Let's Make a Deal", I find the process somewhat confusing. If I've crafted a complex item with a value of 15 (5 value of starting materials and a three-box promise to craft), and I want to trade it to a townie for fish (a forageable) - how is the price determined? Do we use the table (and if so what column - forageables or complex items?), or do I just use the already-determined value (15) of the item I'm offering for trade?

Finally, the chart in "Make a Promise" confuses me, specifically in that "urgent" and "critical" promises - where you're under time pressure and presumably are willing to get less resources/satisfaction/favor in order to complete the task before the deadline - take longer than "laid back" promises, where presumably you can take your time to get the best results.

The Star Trek Deep Space 9 show featured an exiled Cardassian tailor, Elim Garak, who was also a spy and assassin.

Inspired by Garak from DS9, by any chance?

Go right ahead!

(Personally, I loathe Chartopia's interface, which is why I rolled my own on Perchance.)

Rolling on all the oracles when generating a Townie can be kind of tedious and takes me out of the flow, so I've written a Perchance generator to do it with a single click:

https://perchance.org/iron-valley-townies

(I also added hair and eye color from another generator, as I find that useful.)

I'm only a third of the way through the new version, but this is a *huge* update, and definitely enhances that Stardew Harvest Crossing feel!

Ah, never mind - it's an enhancement sigil!

Hey, a couple of the "OSR Conversion" classes have an item granting the "Bulwark" sigil (the Cleric/Paladin and the Druid). But I can't find that anywhere in the sigil magic table. My best guess is that it's "Guarded Form (the Cloak)" - is that correct?

Your links on the perchance site got broken, due to having a backslash before the = in your "<a href=" tags

You should probably not use "d12" to mean "roll 2 six-sided dice and add them together", as commonly "d12" means "roll a 12-sided die". "2d6" is the commonly accepted notation for adding a pair of six-sided dice.

For rolling multiple dice where each die is used for one column of a table, spell out the number of dice - e.g. write "seven d6s" (or just "seven dice", since you're only using the six-sided variety) instead of "7d6".

Using non-standard notation like you have may generate considerable confusion.

Also, you may want to be aware that when adding two six-sided dice together (what you wrongly call a "d12"), 7s and results close to 7 are much more frequent than results close to the ends (2 and 12). You do not seem to be aware of this in the tables where you - do you really want Palaces to be six times more common than Inns?

In fact, I would strongly consider taking each of these tables, removing one result from each column, and renumbering them 1-10 to be determined by drawing a card.

Honestly, this page is impossible to read. You might want to consider a different color scheme.

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Thanks for the answers! (Fortunately, it's going to be a while before I get any staff - I still have quite a lot of debt to pay off, and then I have to make enough to buy more land before I can build another house...)

Another question... Can apiaries accumulate honey until it's harvested, or must it be harvested each day or the day's production is lost?

You mention additional staff in the farmhouse entry, but no other rules for them yet; presumably those are to come in a later version.

In the meantime, would it be fair to have a hired hand do one action a day in return for a salary (how much?) and housing?