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Equipment or Character's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| ANTI-CAPITALIST POWER | #69 | 0.866 | 1.500 |
Ranked from 2 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Very interesting decisions! I included it in a video for youtube:
I think I get where you're going with this but without a more robust context it's harder for your premise to really shine through. When I first read the document I was confused. I've seen lite-ttrpgs a-plenty but I didn't see what constituted a bonus or a penalty. After reading through it again things made sense but here's what I mean by context -
What if the game the GM has us play a cozy farm game or a dating sim type situation where we're all maids and butlers? I don't need a rope or a spear or anything else - I really NEED character. Of course, in a traditional TTRPG situation when you're up against the Angelic Warrior an unholy sword would be really nice...but it'd be just as good to be a polyglot (that happens to know Celestial).
This is a good premise but it's a pair of shoes without it's mate. It either needs a play sample or some suggested worlds or challenges. You can also point players at other games or systems that pair nicely with it so that what you've setup has more meaning. I hope that makes sense! I still like the idea.
Hey! Thanks for the submission. I may have missed something, but I'm not quite seeing how the project relates to the anti-capitalist theme. Could you tell me a bit more about your approach?
Thanks for this question Prends1Cookie.
My approach was to focus on the character creation and growth element of RPGs and base it off limited encumbrance systems. Each Character can only hold ten things (or a sum of 10 bonuses) and those ten things determine what they are good at. I wanted to have this limit, even through growth or leveling, to subvert ideas of accumulation. Also the main thrust was that people would have to choose between equipment and skills or abilities. And the further complication is that people would have to forgo optimizing possessions/abilities/feats/skills, if they want their character to be social, caring, moral, or have characteristics of a good person.
On the GM side I wanted to allow challenges to involve social, emotional, or moral elements, and that players would be rewarded for choosing those sorts or characteristics.
I hope this answers your question.