Hey, my DM noticed that one of the prison claims, Hard Case, makes no sense apparently. Since the system uses the upgrades and cohorts to level up instead of a sum, it makes Hard Case useless. Do you have any advice or tips how to run it now?
Yougotachocolate
Creator of
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Hey, I backed the Kickstarter and wanted to note this product of media is so lit (that it has burned my eyes). I was told to come here by Hammer City Games and torment ask you if a Solo mode could ever be considered. I would love to drag my fellow consumers into this, but I would also like to run the simulations by myself as well.
Also, when do the backers get access to the PDF? I can't wait to hold this nightmare in my hands, but I'm curious if the PDF will come out first.
I've seen this from the dungeon dive channel and I have to say it looks awesome. It reminds me a lot of play all the various Zelda games back in the 2010s. I'm thinking I could even try getting my mother who's a big Zelda fan into it!
I'm wondering, are the solo rules published/going to be published for non-backers?
I'll start.
1. I spent about 3-4 days since I only found the jam 6 days before the end. I created 2 in that time span.
2. Make sure you consider how strong your colors are and how readable your text is. It will prevent eyestrains and confusion.
3. My main challenge was fitting everything into one page. Sometimes, I had too much. At some point, my wording could be too convoluted. Other times, I feel like I used too many words to explain simple concepts
4. I can recommend Loco-Motion as an underrated game. It's pretty simple and quick to play, but the possible expansion and journaling capabilities sells it for me.
Inspired by Bright's introduction post, I was curious how everyone felt about how they did. Specifically,
1. How much time did you spend creating your game/games?
2. Was there anything useful you learned in developing your games.
3. What challenges did you face while making the game/games?
4. Finally, feel free to recommend either a game that you really like, is underrated, or has a cool premise/mechanics.
I enjoyed playing this! It seems like a good thing to do while waiting for something or to decide who goes first in another game. I did five rounds and came out with 20 profit. Great work on making the rules easy and understandable. I also like the idea of a crazy taxi ttrpg, but this scratches the itch well.
Hey, I’m currently enjoying the game and decided to make my own custom move. I felt like a direct way to dedicate time with a townie would be great. I will test it out to see how it goes. A limit to might be good for balance, but I’m unsure if it should be once a day, once per townie a day, or some kind of cooldown of 1d3 days for each townie. I don’t want to overcomplicate it, so I advise to just choose whatever works best for your current game.
Hang Out:
When you want to do something with a friend, try hanging out. Roll as if you were trying your best, imagine what the activity is and what that would require.
Strong Hit:
You have a great hangout and have time to spare! Gain 2 favor (plus any heart favor). Mark 2 ticks if this fulfills a promise.
Weak Hit:
You manage to have a good hangout, but lose track of time. Gain 1 favor (plus any heart favor). Mark a tick if this fulfills a promise. Time Passes.
Miss:
Despite both of your efforts, something happens that prevents the hang out from being fun or you lose track of time. Time Passes.
Yes, here's the licence (and from below,"In short: you can do pretty much anything other than redistribute the assets directly.") https://www.gamedevmarket.net/terms-conditions/#pro-licence