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thanks so much for the kind words! I haven't played RIG but I'm gonna check it out~

The final version of the game does have progression, but it's pretty limited since it's not the focus of the story.

For refrains, it varies! As written, whatever the player wants to happen simply happens, but we always want to respect consequences and make sure things are impactful so it shouldn't be a "get out of jail free" card. Sometimes I ask for a roll, but that's very limited. If someone were to use a refrain to fight a rival, I'd count it as a success but wouldn't necessarily have that mean a condition. As an example, I've had a player use a refrain to steal a Rival's weapon before. But I've also let a player use a refrain to keep their character from dying- basically lowering it to maxed-out condition tracks & a destroyed Dragon.

That makes sense- given the scarcity of the refrain, having it be pretty much a high-grade aircushion seems reasonable (i imagine the Fate reader doing their thing might get more mileage before they turn into cherry filling though)

Ignoring rivals/archetypes like the Warlock/Fate Reader (and depending on setting ofc, which may make this question moot), how in-character are the refrains (ex. Does the character know theyre altering reality when they say a given refrain).

That's entirely up to your table tbh. I always play with it being this In Character But Kind of Ignored thing. Frankly, it's VERY much our "newtype" style thing.