I had a good time with this. The only thing I felt like it was missing was an 'armory'. This is part of because I play a lot of OSR and solo RPGs. One of my favorite elements is seeing all the unique item pieces/etc available for a region and faction. In this case, knowing little about the region I had to do a deep dive and found myself enthralled with the unique weapons and elements found in South American native culture.
I realize your design philosophy is very much in the vein of 'less is more' but this one of those things that gnawed at me.
So I made a single page 'Armory' for Galora :) The idea was to stick to your design constraints - keep it simple but not overpowering. Allow benefits to be selected on higher level relics, but also a 'start of the game' feature. Everything has a discrete 'cost/benefit' to it, so you don't necessarily HAVE to take it, but if you do, you can specialize your character just a little more towards what you're playing for.
LMK what you think. I had generate the PDF file for me, but the rules/concepts are 95% my own.
https://drive.google.com/file/d/1UQc5oBXqCQoycnsaxWvk5EbuS9o4hC9w/view?usp=shari...
Hey, thanks for sharing this! I'm really glad you had a good time with the game.
Honestly, this looks pretty cool! I played around with the idea before like, having "heavy, mid and light" weapon options, but I scrapped it for balancing issues. Your idea is pretty cool in terms of adding more to the setting along with padding the combat rules a bit more. I'll definitely give your idea a go a few times to see how it plays out on the table! If you happen to post it as a project here on itch.io, let me know so I can hook up on my table for people who want to try it as well!
Glad you approve :) I really wanted to stick with what felt like your design philosophy so I thought providing different weapons bonuses that had discrete advantages and disadvantages could give some nice variability to play without providing a clear 'you have to take this' to play. I thought the idea of 'paying' for a second weapon at the start with a starting attribute point was a very powerful tradeoff. Like sure, you could start with a bow and a knife, but you might REALLY need that point of resilience later.
I appreciate the offer with respect to putting my project in your viewer's FOV, unfortunately it's not ready for the limelight yet. It's a computer game (Dungeoneer) which is an FPS dungeon crawler. It's got roguelike components and a strong influence from old school dungeon RPGs. But that said, I'm still at least two years away from what I'd consider a real working product. I posted a devlog recently which shows current progress.
I'm interested to hear how your tests bear out!
I think you did a great job at keeping close to the game's pillars!
I think I expressed myself wrongly: I meant to ask if you intend to post your Armory design anywhere! I think for people looking for more decision-making involved in their runs it could be a great addition!
But since you mentioned your own project, I think it's right down my alley as well! I don't know if you could tell, but the original Rogue game was a huge inspiration for Dungeons of Galora's design