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loadbearingsnitch

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A member registered Mar 29, 2023 · View creator page →

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Just gave it another look and you totally did specify that they kept their normal weapons on top of the dummies. My bad, just missed that bit.  

Great pacing and high stakes makes this a great candidate for an operation to slot in later on in a campaign. In a setting full of wizards and cyborgs it's an accomplishment to make 7 dudes with guns and a plan as menacing and compelling of a threat as the Red Cell is here. 

Fun pastiche adventure with a good twist. Only question I have is if there are rules for the dummy weapons that I missed or is that just up to the GM to interpret on the fly? Because suddenly coming up against a very real threat with ineffective weapons is one of my favorite parts of this scenario. 

While I'd appreciate a bit more connective tissue for the scenario itself, what is here is extremely evocative and highlights how this moment in history translates especially well to FIST.  The guide for adapting existing traits and equipment to different historical settings is thoughtful and appreciated. 

Bonus points for the Pulaski, love a Pulaski. 

Very cool stuff! Wrings every bit of style, tension and gameplay potential out of a relatively compact and low stakes setup. The comic art is fantastic and I love how well you incorporate the multiple threat options. Seems like a perfect way to introduce newcomers to the system. 

I'm a really big fan of what you've done here. There aren't too many ttrpgs centered around small unit tactics but this executes on that premise so elegantly. The lethal 1s mechanic is a perfect way to convey the random brutality of its subject matter and giving the player the ability to buy out of it with successes (that they really need elsewhere) is a mechanically interesting way to push the players into throwing bodies at the problem like a bonafide World War 1 General while keeping them on the hook for their actions. 

The cards are a great way to add randomization and replayability while keeping the cognitive load to run the thing pretty low and manageable. 

As a document the game is really well explained, which is highly appreciated given how many departures it takes from a baseline havoc engine game. I don't often see examples of play written into game jam games but they're a great way convey how the whole thing works in motion.

Overall a lot of very cool ideas, this seems like it'd make for a very unique mini-campaign, or would a great set of mechanics to tinker into an XCOM hack or something like that. 

Steal away! A higher-crunch version of that system sounds cool and I'd love to see what you come up with!

Thanks for all the feedback! I definitely rushed a bit at the end to get it in by the deadline and clarity suffered a good deal in places. To answer your questions:

1. The first one, I intended players to have the freedom to allocated their successes as they like and narrate around that as in the base engine, but I don't make that explicit anywhere so I may add some text to that effect.

2. Yes, your interpretation of the repair mechanic is completely correct.

3. Another symptom of my shoddy editing, Flesh was the original name for wounds but changed it to be more on theme. Looks like I missed it in the advancement section, thanks for catching that!

I see your point on the skills system and character variety. I think my initial design instincts were towards minimalism in character mechanics, but as this isn't really a game where your character can suddenly die and you need to be able to whip a new one up as fast as possible, there's not much to lose by adding a bit more depth there.

Also I can't really take credit for the Coordination mechanic, that's pretty much entirely ripped from Havoc Brigade with only slight modification to tailor it to the context of this game. 

I'll definitely need to take another pass at this down the line and you've given me some great notes to work on, appreciate it!

You have a creative core idea here and I think the game could be improved a lot by leaning into what's unique about it and not feeling tied to the design of other games. It's a small example but I think you could gain a lot by keeping the unique stats you have laid out here but not mirroring them to the DnD spread. Asking a player to solve a problem with their Bougie stat for example, is a great opportunity to encourage creative roleplay and I feel like having the fallback that you can just use it like Wisdom undercuts what could be really unique about your game. 

A lot of fun ideas in a very well produced package. The game does a great job of selling you on the premise and making the reader want to play it. The characters and art are big highlights and you do a really good job of making them unique and distinct from eachother while maintaining a consistent vibe. 

Thanks, that's so nice to hear!

Thanks, still pretty new to trifold design and didn't put enough though into how the layout would transfer to an easy to use pamphlet, definitely something I'll keep in mind once I take a second pass at this. Making the map and creature stats the easiest to access is a good goal.

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Appreciate the feedback! Definitely want to do some tweaks to fix any errors and to make it a bit more balanced, wanted The Vessel to be a persistent threat that'd last multiple encounters throughout the adventure, and may not be defeated, but I think I may have overdone it in my unfamiliarity with balancing FIST encounters. Also kind of agree with you on the background color, wanted to give it a unique look but I think the printer friendly version ended up being a lot nicer to look at.

As a pamphlet this is a pretty perfect balance of evocative art and layout with functional conveyance of information. It's easy to read and sells you on what's unique about this scenario from the get-go. I feel like this would make a good one-shot to introduce new players to FIST because it really strikes that sweet spot of being straightforward and easy to grasp while staying dynamic and compelling.

A campaign framework that's right up my alley, tonally and historically. The traits and rolls are well thought out and numerous enough to allow for a diverse roster of potential characters, and the other resources make for a game that suggests a more distinct feel than simply FIST in the great depression. Layout is admittedly plain and would gain a lot from some artwork or more period photography. Would love see this setting expanded upon more as I think there's a lot of potential here.

Short and easy to ready, the submarine map does a great job of conveying setting while being a very functional navigational aid. Love the setting and the rising blood mechanic is a really clever way to increase tension and make things more desperate as the scenario proceeds. While it could use a bit more visual flair, it's a testament to the writing and mechanics that it manages to be so evocative with a relatively sparse layout.