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Weirdington

6
Posts
4
Following
A member registered Jun 16, 2023

Recent community posts

Glad to be of service! Love the game.

I'm not sure the Cultist entry has been updated to reflect the expectations of new group battle rules. Also, the bookmark for the bestiary is broken. It's no longer possible to click through individual entries, and they're nested under the label "pinehold".

This game is so good! It's got a lot of juice, with plenty of well described pre-written locations and NPCs so you're not asked to do a bunch of extra work making everything yourself from scratch at every step like so many other games of this kind. The system is complex enough to be engaging without being an exhausting nuisance to operate. Oh! And the provided tracking sheets are amazing play aids that streamline a lot. 

I really want to make some supplemental material for this. The format for writing settlements looks so fun! But first I want to experience all the ones provided by the original author.

 The Pinehold storyline plot ended really epically for my first character, who wound up in a position to create a  great "option C" between the two factions. 

For simplicity, I'm just treating a 1 result as "Automatic failure, lose 1 W Integrity", otherwise add die to stat.

What's the rule for if you have no viable direction to go? I got North or South cards as my first two, meaning I ran straight into the tower/joker without the key item, and then had nowhere to turn. Naturally I just had to fudge and take non-existent route to the east, but surely this has come up in playtest. Is there a rule I can't find, or was this meant to be a dead end game, forcing a start over?

On the subject of dead ends (literally), good heavens this game is so much deadlier than I would've guessed based on the fluffy aesthetic of the art. It seems like playing a run of this game where the heroes make it to the end alive takes something close to a statistical miracle. Is that intended?

Sorry if I'm being a nuisance. 

The challenge roll system is so strange. I roll above a 1, so I "succeed", but I don't "win". If I don't win, I still fail despite having succeeded.

In order to "win" I add my wanderer's stat value to the actual value of the die plus or minus the die value's modifier. So instead of adding a random value ranging from +1 to +6 to stat value, you're actually rolling a 1d6 with faces that say
[Automatic fail], [+2 and Lose 1 HP], [+1], [+3], [+5], [+7]

???

Too many people begging for free copies. Just wanted to let you know I'm excited to purchase and play your work at full price!