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TrueTenno

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A member registered Jul 17, 2023 · View creator page →

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Hey Mat, thank you for commenting!

In my experience, players tend to settle into certain archetypes no matter what setting I play this game in.

One is usually the Law, somebody who enforces the rules.

Somebody is Merchants, they sell stuff.

Somebody is Renegades, lawbreakers, criminals and rogues.

Sometimes there is overlap, and the questions keep players re-evaluating their faction's relationship with one another. 

If you happen to play my game with anyone, I would be very interested to know how it goes!

Thanks again for the tips.

Sorry, I was tired when I posted and forgot to check a box. Should work now. Thank you for letting me know!

Thank you! 

If you do run it. Let me know how it goes!

Nice adventure. I liked the open nature of encounters like the Champion, who wants to duel but not necessarily kill anyone. 

I'm not sure if it is the font you used or everything being in bold. But I would reserve bolded text for specific things that I want to draw attention to. 

One cool trick I found with drawing maps. If you put it in Paint.net or a similar program and crank up the contrast, it can create a cleaner picture. Might not work with graph paper though.

Good job though, looks fun to run!

There is so much going on in this adventure, it feels more like a campaign. It would probably be better if you focused on a smaller area and 2-3 of the factions. 

Also, the background images obliterate my ability to read the text.

The tan background is a really good idea. I much prefer it to the often-overused "old paper" background look.

One point about the Bewitch power. As written it is difficult to know if it can be "spammed" every turn. 

Perhaps if Bewitch only worked on, say, creatures who could hear. That might add a cool angle for players to exploit.

Huzzah! 

Thank you for the feedback, I shall feed my cartographer to the wolves forthwith! ;{)

Thank you, I appreciate you taking a look at it!

All good tips. Thanks for the help Francisco!

Thank you Battlefox! 

Nice Adventure!

I especially like the illustrations, simple yet elegant and effective.

The white-on-black look is visually impactful, although it may make printing this adventure a bit of a pain.

Thank you for the feedback, its really helpful! One of the difficulties of design is seeing the adventure through the eyes of a GM.

I want to fix several things, after the jam. I will give each character something they want in exchange for their chess piece.

You know, I thought about explaining the distances between locations, and then completely forgot! That's going into the fixed version as well

Thanks for the feedback! I was torn on how to do the Game of Champions. I knew I wanted it to be like chess. Originally the PC's were going to be able to summon ANY creature they had ever seen to do battle in their place, but I couldn't work out how to help the GM come up with stats for literally any creature on the fly.

So I came up with the idea of collectible pieces, like Pokemon.

Very interesting adventure. There is a lot going on here. I would be very interested to know what would happen if adventurers were let loose in such a factory.

I found the cover oddly compelling. It would be better if you reduced the spacing between sentences. Also, using more paragraphs and bullet points would increase readability.

This adventure sounds like a lot of fun! There are lots of things for PC's to do, from fighting in the pits, to joining a band, building a reputation or gambling for trinkets. 

Only thing I didn't see was an inciting incident to get the PC's onto the ship. Something like them going for a pleasant moonlight sail in their small boat and getting rammed amidships.

This adventure sounds like a lot of fun! There are lots of things for PC's to do, from fighting in the pits, to joining a band, building a reputation or gambling for trinkets. 

Only thing I didn't see was an inciting incident to get the PC's onto the ship. Something like them going for a pleasant moonlight sail in their small boat and getting rammed amidships.

This is really cool! An ambitious combination of Deathloop and Left 4 Dead. Well Done.

Good first effort. 

For future efforts, I would recommend that you focus the adventure more on a single location, with less background lore. Also, using spellcheck will really help the readability of your work.

It was a lot of fun playtesting this one with you.

Best of luck!

Really evocative and great art!

Some feedback:

"To secured the scene." Should be secure? Page 2 introduction.

"The brotherhood is trying to tunnel into the cellar from a Beighboring property" Should be Neighboring? Page 3 rumors.

"Strange flying Jewled bugs" Should be Jeweled Bugs? Page 3 rumors.

"Have moved in to secure the sight of the explosion" Should be Site? Page 3 Factions.

"The townsfolk know excatly what everyone is doing" Should be Exactly? Page 3 Factions.

"Jeweled" and "Waiting spelled incorrectly, page 8.

I like your alchemist generator. Best of luck.

Cool game, I really liked your graphic design and art elements.

Sorry that I wasn't more specific. This is compatible with all Dungeons and Dragons games, and hopefully other systems like Into the Odd, Pathfinder, OSE, Knave and Maze Rats.

This game is awesome! Really captures that steampunk, Jules Verne mood. The mechanics are easily understood and comprehensive, the suggestions to the GM for possible challenges in each act are a great touch. One of the best games of the jam in my opinion.

Glad you liked it!

Thanks for checking it out! I have played this one a lot with my family, and it always generates interesting worlds.

You really got a lot of information onto one page, and it's still readable and well organized. Good job.

I really like how the GM section set the expectations for the game and gives tips on maintaining the mood.

Also the classes let players do cool stuff. Essential for a one-shot!

I had some observations about this project.

The White text on white backgrounds for your Headers is difficult to read. If the text or background (Text would be easier) was darker, it would help.

It seems impossible to injure people with light pistols? 1D6 will always fail the lowest toughness of 7. (Now I see Critical hits, but still.)

The ranges seem really arbitrary. Perhaps having Close, Near and Far would be more straightforward.

Seems to be a typo in the line describing the Manticore "On the end of its neck is face like an old mad"

Cool adventure. Gives me some ideas.

This just drips with Noir style! 

I really like how other players can spend tokens to twist the story. And how all the things you can steal are morally dubious.

My only disappointment is that my Bad Egg can't start with a Bazooka!

I really like these prompt-based storygames. Adding the dice rolls to resolve conflicts without making the conflicts about rolling dice is a nice touch. Good Job.

Really nice layout! Looks hand-drawn, but legible.

Really Cool. The only thing I wish was included is more information about these mysterious other dimensions and what makes them strange. But i understand, there is only so much room.

Really cool project! What program did you use to make your background images transparent?

Want a fantastical setting, but don't want to meddle with magic? 

Play as a Alchemist and blow stuff up! Burn with acid, trap with glue and transmute metals.

Or play as an Apothecary and heal, poison and throw bees.

But if you want to build your way to victory, play an Artificier and solve your problems with engineering!

And if you prefer charming tricksters, be a Performer and astonish all with your cunning tricks!

https://truetenno.itch.io/alchemists-apothecaries-artificiers-and-performers

I made a submission with a table of questions and added a note that players could write the questions down on cards for more variance. Perhaps something like that would work for your project?

Really cool gameplay loop. Well done.

Gave it a read.

I have to admit...I don't like it.

Mostly because of the rule that it makes if increasingly hard to win.  I would change it so

"Wierd Al begins skipping through time and space, he begins to control this strange power. 

Whenever you land on this result, Al gains +1 time power. When you roll, you may adjust the roll

up or down, up to the result of your Time Power."

Also, needing to hit the exact number just drags the game out. It's why people hate the board game "Sorry".

But ultimately, it's a funky project. I mean this feedback to be helpful, so that we can all learn and grow.

Best of luck.