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johnnyshock00

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A member registered Jul 25, 2022

Recent community posts

Just took a gander and Ive got to say, this was exactly what I had in mind. Perfectly simple with a big money pit to boot. Cant wait to give it a try! Thanks for your work :)

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I believe I miscommunicated, my apologies! When I said "max gear" I did not mean "full inventory" but rather "best gear". Normally by Dungeon 4, my party has the best armor and arms, with enough money to buy all the dungeoning equipment our different sized hearts could desire and then some! My word choice was admittedly lax. 

However, the misunderstanding doesnt obfuscate your point, which I absolutely understand, wanting "the focus to stay on exploration and adventure, rather than accumulating increasingly powerful gear." The reticence to expand into full domain play is also understandable; theres a very tight line to walk in 'rules light' and I think Fatal Tomb hews it well.

To the last, fortresses and mass combat were exactly what I had in mind! At least for my Fatal Tomb games, those two provide pretty good wholesale outlets for money spending and progression. 

Thank you for all the work youve done on this project and for generously offering it to the public for free. All the best!

Recently got the bundle and Im really enjoying this. A surprisingly robust and content filled bastard of Dark Fort and Kal Arath. Or at least, thats what it felt like to me. Great stuff!

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Id like to start by saying that I think this might be my favorite dungeon crawler. It is perfectly bite sized and easy to run.

However, I find that my characters often have an abundance of gold and tend to reach max gear fairly quickly.

As such, my first instinct is to suggest magical items, more gear or loot on general, but it seems that might upset balance. Might adding domain play give a good outlet for money and progression?

As it stands, the main progression I get is narrative rather than mechanical. Regardless, great game and congrats on 1.0

I love solo games and tend to write pretty in depth chronicles of my games. I see your offer for those who would write about your game and wondered if that might extend to me? Though I wouldn't likely release my writing anywhere but to you so you could have my campaign as detailed feedback. 

If so, I'd love to play a game and write it out for you!

Otherwise, I'll be back when I have money! SoloRPG X-COM has been a dream of mine ever since Scalphunter dropped last year.

Been really enjoying this game as of late, but Ive found one thing to be missing. Would you have any advice or maybe basic mechanics for playing through multiple generations? Things like the inheritance of office, skill, and relationships, I think, would elevate the stories this game generates greatly.

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This is a truly special game and arguably even more than that, an exceptional example of adaptation.


I've spent practically all of the last week trying to adapt Vampire: Dark Ages into a solo compatible format when I was recommended this game for it's vampire themed oracles.


After perusing through all of the rules so closely after reading V:DA, it is astonishing to me how clearly the intentions and aims of White Wolf's RPG has been distilled into this product. From the way it condenses V:DA's 20? total Attributes and Abilities into 4 simple attributes and the concept of Feats, to how it cleanly divides V:DA's confusing array of magical schools and rituals into one Rituals section while retaining the Disciplines through gifts. As if it wasn't enough to translate the roleplaying mechanics, they also simulate the World of Darkness with legally distinct and generic Hunters, Werewolves, and Fae who are intended to be personalized to your own liking (which could be WoD).


How special! All more I could ask for is a content pack or two of more Edges and Feats of all kinds. 


Ultimately, this is a must for WoD Tabletop fans as well as anyone looking to translate a complicated or classic TTRPG into a condensed, new age Solo-RPG.