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Bolt Action Gaming

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A member registered Aug 11, 2024 · View creator page →

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No intention to pass it around, was mostly just expressing my enjoyment and some customization I did for my own play.

Thanks for the vote of confidence on my project! Rogue is definitely still in the hearts and minds of many of us :)

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 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...

Much appreciated.  Agreed it turns into a bit of a slog. I think if I went back and redid it, I'd add some kind of flair or traps, maybe a better puzzle.  100% agree on the Body font. 

I like the tie in to St. Terragnis; The bat lord is an interesting concept, being not quite a vampire but having a lot of the traits of one.  The map's layout is totally playable, but is a bit linear.  Still, I think this is really clean and put together very well.  It's totally playable as is and that's a solid plus in my book! Good work ;)

Beautifully put together, interesting character class, fairly balanced game concept - looks fun. The wolf shrine takes the cake as my favorite picture :) Very nice work!

Beautiful map and design, well put together in terms of content and theory.  I'll echo the other players concern about the monster stat levels not being aligned with their level, but that's an easy fix with some play time and experience.  Very well done, clean layout.

I wanted to look at this one, but it is hosted on a google drive, not a PDF.  Further, it's in accessible. From a data security standpoint, I don't agree with putting stuff on your personal google drive, but if you do, at least allow access for reviewers. Thanks!

I appreciate the constructive input. My mapping software leaves a little to be desired for the doors, I think. So the design of the map was based off the original story of "The Thief of Forthe" which gave a verbal description of how each room connected.  I realize it's not 100% realistic in that regard. The large unused space was absolutely a mistake I should have cleaned up.  Thanks for the look, regardless.

Thanks man, appreciate the kind words :)

This is easily one of the most information rich and densely packed items I've surveyed so far.  You really crammed a lot in here! It's fairly well organized, relatively easily read, and the quest makes for an interesting twist on the 'save the princess' trope.

Thanks. It's my first game jam submission and I wanted to keep it thematic to the pulp paperback vibe.

You should get a 5/5 just for the title alone LOL

I love your coloration and theme, but the use of playing cards was novel and brilliant and bears noting. It's a very unique way to create a kettle for level zero players and is suitably lethal as well. Very well done.

IMHO This is my favorite that I've reviewed so far.  Really well put together. My only criticism would be I don't know if this would hold up against a four person party of level 5 or higher.  I'd have to playtest it to really see, but it feels a little under-tuned, which is understandable given the timeframe we had to prepare this. Still though, beautifully laid out, love the pressure cooker setup, the maps are simple and elegant.  Very well done :)

Cool concept, excellent map design. Layout of the actual text is a little weird for me, might just be my dyslexia. Good work overall :)

I really love the concept/inspiration for this. The undying maiden may find her way in my future games.

Maybe they can act as an anthology :)

I literally just finished the Serpent Queen TV show last night, immediately saw this and did the Leo Decaprio 'HEY I KNOW THIS ONE' meme