Good work! I appreciate the old book art, it's very pleasant.
The d6-only approach is great. I was initially wondering about the 13 - two stats approach, but it makes sense: you'll always have at least 1 HP. It's always nice when randomness in character generation has a counterweight.
I'd be excited to see more of what Bascinet has to offer, given there's so many options to go from here. If you ever do a print version, I'll be there!
Good question! Fiction-wise, the manor was built by an alchemist who wanted a strange, sealed house so that none of his secrets could leak out. Gameplay-wise, I wanted players to head inside quickly and get things moving, since the adventure is meant to be short.
A really interesting approach to rules-light OSR/NSR play. Having fatigue and injuries take up inventory slots is a clever mechanic and the spell list is wonderfully old school. Excited to try this one out at the table!
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This is a wonderful little system. Is there any chance of a physical version?
Thanks! I’ve been thinking about maybe trying DriveThru’s POD.
I just read it, and I dig the system. Nicely done! Will run the sample adventure soon.
I have one question; when taking injuries do characters drop their items if they don't have any free slots left?
Thanks! Happy you liked it, and I hope the sample adventure runs well!
Yes, if they’ve got no free slots when taking an injury, they’d have to drop something.
Neat system! I adapted a free-form magic system to it, works great!
Good work! I appreciate the old book art, it's very pleasant.
The d6-only approach is great. I was initially wondering about the 13 - two stats approach, but it makes sense: you'll always have at least 1 HP. It's always nice when randomness in character generation has a counterweight.
I'd be excited to see more of what Bascinet has to offer, given there's so many options to go from here. If you ever do a print version, I'll be there!
A question about scenario: why are there no window openings in the manor?
Good question!
Fiction-wise, the manor was built by an alchemist who wanted a strange, sealed house so that none of his secrets could leak out.
Gameplay-wise, I wanted players to head inside quickly and get things moving, since the adventure is meant to be short.
Thanks :) It's not a very plausible in-game explanation, of course, (he have a special secret chamber for it), but it will do :)
A really interesting approach to rules-light OSR/NSR play. Having fatigue and injuries take up inventory slots is a clever mechanic and the spell list is wonderfully old school. Excited to try this one out at the table!
Short, fast, fun rules. I like the core philosophy of the game ;)