Follow along with the video below to see how to install our site as a web app on your home screen.
Note: This feature currently requires accessing the site using the built-in Safari browser.
If that's the one used with Shadows Over Sol, I surprised myself by liking it quite a bit. Will check this out.
Thank you!Looks pretty cool. All the best with your kickstarter.
Thanks!Hmm. That sounds cool, actually. And I liked Against The Dark Yogi well enough. I might back it, depending on how my finances for next month turn out to look.
Have you had the chance to play them? What are the rules like?I’ve got the zine versions of Trophy Dark and Trophy Gold and they’re a excellent storygame take on the horror and dungeoncrawl.
I think cards are an elegant way to maintain state in a roleplaying game without a lot of bookkeeping or memorization.
A single card holds a lot more information that a die does. It can be in your hand or on the table. It can be face up or face down. It has both a value and a suit. And quite frankly, I like the tactile feedback you get from holding them.
In Age of Ambition each player has a hand of cards that represents their character's Luck. You can play a card from hand if you you don't like the result you got off the top of the deck. You can think of this as pushing your luck and your luck slowing running out as the cards in your hand dwindle.
The game also uses the occurrence of jokers played off the top of the deck as a pacing mechanism to dole out critical failures and to refresh luck.
Finally, the game uses a card's suit both to determine damage and as a way to create flushes, in which the values of multiple cards add together. To be fair, this latter mechanic is not too dissimilar from the "exploding dice" or "acing die" mechanics in a lot of games.
OK, you have managed, I think, to actually make a nice argument for using cards, regardless of whether we agree or disagree with your decision!I think cards are an elegant way to maintain state in a roleplaying game without a lot of bookkeeping or memorization.
A single card holds a lot more information that a die does. It can be in your hand or on the table. It can be face up or face down. It has both a value and a suit. And quite frankly, I like the tactile feedback you get from holding them.
In Age of Ambition each player has a hand of cards that represents their character's Luck. You can play a card from hand if you you don't like the result you got off the top of the deck. You can think of this as pushing your luck and your luck slowing running out as the cards in your hand dwindle.
The game also uses the occurrence of jokers played off the top of the deck as a pacing mechanism to dole out critical failures and to refresh luck.
Finally, the game uses a card's suit both to determine damage and as a way to create flushes, in which the values of multiple cards add together. To be fair, this latter mechanic is not too dissimilar from the "exploding dice" or "acing die" mechanics in a lot of games.
Okay, but let's assume I respectfully disagree with everything you just said... Is the optional dice system from AGTDY: Campaign Options still workable?
Now let me turn this around. If someone, like Baeraad (presumably) was dead-set on using the dice, would he miss on a lot of the system's options?
I think cards are an elegant way to maintain state in a roleplaying game without a lot of bookkeeping or memorization.
A single card holds a lot more information that a die does. It can be in your hand or on the table. It can be face up or face down. It has both a value and a suit. And quite frankly, I like the tactile feedback you get from holding them.
In Age of Ambition each player has a hand of cards that represents their character's Luck. You can play a card from hand if you you don't like the result you got off the top of the deck. You can think of this as pushing your luck and your luck slowing running out as the cards in your hand dwindle.
The game also uses the occurrence of jokers played off the top of the deck as a pacing mechanism to dole out critical failures and to refresh luck.
Finally, the game uses a card's suit both to determine damage and as a way to create flushes, in which the values of multiple cards add together. To be fair, this latter mechanic is not too dissimilar from the "exploding dice" or "acing die" mechanics in a lot of games.
I dig it. But one of my all time favorite RPGs (Marvel SAGA) is card based, so it’s not a very hard sell for me.
Good times. I’ll take a closer look.
Personally, I think the cards work really well and I encourage people to give them a a try before making up their minds. But as Baeraad asked, there is an alternative dice-based system in the back of the book for people who find cards are not their thing.
Have you had the chance to play them? What are the rules like?
Well, to be honest, it's less that I have anything against cards per se and more that I mostly play online, and online dicerollers are a lot more common than online card dealers.
The game reminds me of Symbaroum, right down to them using its the exact same layout and fonts.
Like the Idea of Trophy Dark/Gold. Remind me of Deadwood the videogame (BTW, could it support a more modern adventure in the depths of Poland with AKs instead of swords?). And Libreté I've already seen in the PbtA thread (looks awesome too).
Voros and Skywalker , you're making it difficult to keep my budget in check.
There's a new 3rd party Mothership supplement KS, Blood Floats in Space. New classes and psychic powers...and new gods? I'm not sure how that will fit into the setting but I loves me some Mothership.
Sounds far too horrifying.Ben "Questing Beast" Milton just launched a Zinequest II campaign for an adventure called "The Waking of Willowby Hall", the tagline for this sounds like the perfect Pubgoer bait:
"The Waking of Willowby Hall is a dense, highly interactive RPG adventure set in a ruined manor beset by a rampaging giant, roving bands of restless dead, and a very angry goose."