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the_cava

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A member registered Sep 20, 2020 · View creator page →

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How dare she call me a slightly drunk wordsmith from Tuscany?

Jokes aside, while it might not be used for swearing in that specific form, that doesn't mean it doesn't sound like a curse. "Dio scoria" would roughly translate to "God is toxic waste", anyway, so you can see how that sounds (it would also feel like the isle is called "God's dross/refuse", by the way).

Again, I think it's a minor inconvenience at best, but it sounds a little ridiculous in Italian, and it clashes with the game's tone, in my opinion.

About Sine Requie, while it's not my kind of game, and I don't follow it very much, another roleplayer I asked told me, and I quote: "Sadly, yes, it still is."

I gm'd a session at the local gaming club, and we all enjoyed it a lot.

Though I have to warn you, since I'm an Italian living in Italy, "Dioscoria" really sounds like a blasphemy, and might want to reconsider it, at least for the eventual localisation.

On the other hand, a couple friends of mine reminded me in Venice people swear a lot, so maybe it isn't that much out of place.

Seriously, though, you're making a gorgeous game, and most Italian players are quite lazy, but I'm sure would love your game, and it'd be a shame if such a small detail would compromise the diffusion of your game.

It's a cocktail of CyberGeneration and Don't Rest Your Head, and looks every bit as delicious as it sounds! I can't wait to unleash this game upon my unsuspecting players!

I played OAMN twice in a few days and it's been a joy to run! The second time I leaned more to follow the Investigators' input as opposed to trying and guide them towards an idea I had as Host, and it flowed better.

On a "technical" note, when the characters choose to let the Terror overwhelm them in exchange for something "powerful or secret" from the Host, I found that giving them a Clue worked better.

Aside from that, both sessions have been a blast, and the system really highlights the game's mood. To the point that we now refer to it as "By the gods! I have it!"

Grazie per i complimenti! Mi fa veramente piacere che ti abbia divertito!

After a couple sessions I can say this game really delivers! It still needs a little fine-tuning (e.g.: one of the players noticed pointed out that the "Magicked Focus" item is too powerful compared to all the others, and I have to agree, after seeing how much it helped in that game), but it already is a wonderful work.
The resolution mechanic is very dynamic, and really makes the characters feel powerful, and it makes it easy to reward creative thinking. The GM needs a little care when crafting encounters, if they want the players to feel threatened, especially if you take the Defend reaction too lightly, as I did.
It's one of those games that hooks you in with ease and leaves you wanting to play it again after each session, and I can't recommend it enough!

I asked each player how many potions did their raccoon drink between 1 (d6 table) and 4 (d12 table) and gave each one the relative die, as that's how I interpreted the game.

I suppose you can use a bigger one each time they have to roll as well, if you prefer, though.

I came for the cute raccoon, I stayed for the mayhem! I GM'd my first session of Scramble Wizards yesterday, and it's been a lot of fun! The only complaint I received from the players is that they'd have liked larger potion effect tables, but seeing a fluffily clumsy group of critters become a swarm of armored nightmares has been an entertaining surprise for everyone.

On a personal note, I loved the stains on the tables page.

I was honestly and pleasantly surprised by the GonParis Method, a much deeper and very solid game lies beneath that facade of light-hearted parody.

It sparked a lot of joy at the table.

Kudos!

I honestly just fell in love with that cover at first sight. The more I read on the more my interest was piqued, though. The pitch is definitely intriguing, and what transpires feels so flavourful that I'm really eager to see how it develops.

Fixed values would help the Shepherd a great deal, making it as tactically-minded as the rest of the characters.
Well, the War Machine is a Doomguy-esque Solo-able slayer, I'll give you that. Rip & Tear wasn't immediately clear, I admit, but after looking up Creeps in the rules we got it right.
About the Sorcerer, maybe letting them change Chain Lightning or Fireball with each Rest, or putting up a limit where they can't deal the same damage type would enhance flexibility without breaking balance.
I'm looking forward to Demon Crawl future developments, and I can tell you I'm not the only one. If I manage other sessions, I'll get back to you.

The Vermin Druid relies too heavily on luck for his powers to be effective, and that made it next to useless in my games.
While the War Machine, on the other hand, could almost single-handedly slay everything in the rooms. It makes sense, in a way, but relying so much less on chance makes it OP in the hands of a tactically minded player.
The Maid is great for support, but a bit weaker on her own, though it makes sense with her theme.
The Sorcerer's Research feature should be addressed in the rules to clarify it can be used before the first encounter as well, prompting characters to better investigate what waits for them and take full advantage of it. It would be interesting if it applied to Chain Lightning as well.

If I get the chance to play it again, I'll give some more feedback.

Awesomely inspiring game! I only played it a couple times, but it's been exhilarating. The characters are a bit unbalanced, but the dynamics and strategic approach are spot on!

Keep up the good work!

LUMEN community · Created a new topic Illuminating

I just read through the SRD and my rolegears have been turning since. I have just one question, though: did I just miss it, or there aren't any references to how many points attributes should have? I get that it might depend on the game one's running, and it can be inferred by similar games to get an idea of the ranges, but at least a broadly defined reference would be really helpful.

Apart from that, I love how speed is addressed and stressed throughout the SRD, and the overall coherence of the rules and dynamics is great. The videogame feel is also strong, I think I could already run a few vg inspired games with barely no prep.

The seeds for an illuminated metroidvania kind of game are slowly taking root in my brain.

Thank you for sharing this project! It's awfully inspiring, I'm already hacking the hell away from it.

Looks really interesting at a first glance, just be careful about the Switchblade, making the Hit Die the same roll for Initiative gives them an obvious advantage over the others. You should consider replacing one of the two stats with Ego.

About the character sheet pamphlet, shouldn't the "Paths" and "Pacts and Trainings" fields be instead "Path of the Blade" and "Path of the Pact"?

Also, repeating the sheet might be confusing for bookkeeping, might I suggest to replace the one in the first page with background and inventory boxes, in addition to the "difficulty to be hit by opponent" bit as suggested by @Claes in the other thread?

That being said, awesome little game you made, kudos!