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...
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 ;)
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.
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 :)