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At Last Alone: Risen Review
I'm looking forward to it!
If you ever need testers--actually, correction, if you ever need testers *after* October 8th when my kickstarter ends and I get to be a person again--let me know.
Edit: oh god I just glanced at my review and there are so many typos. How did those slip through?!
If you ever need testers--actually, correction, if you ever need testers *after* October 8th when my kickstarter ends and I get to be a person again--let me know.
Edit: oh god I just glanced at my review and there are so many typos. How did those slip through?!
At Last Alone: Risen Review
I am interested in this new rpg! Do you have a page up for it? ALA's setting is super crazy, and I would love to see more of it.
[PENCIL & GODDAMN PAPER] The Other Kind Of RPG: The Dawnline
author=Shinan
I have two unplayed kickstarter tabletop RPGs already...
I completely understand that feeling. I've got a stack of RPGs I've backed but haven't played yet. And like my Steam library and my bookshelves, I know there's stuff in there that I'll never get around to.
Scheduling games can be tough. I genuinely like reading them, though, so I don't really have any buyer's remorse.
If it'd tempt you, you can get the collection of short fiction, monsters/scenario book, and beta test access at the $1 level, so you wouldn't have to worry about not playing it. You'd just have some (comparatively cheap) stuff to read and a pre-final version of the game.
Alternately, I'd be happy to just send you a pdf of the current beta if you wanted to take a look.
Fear and Hunger
Oh man, that's way easier than I was expecting, and she sounds like an awesome party member. Thank you!
RUEDEFAUX Art
Whoah. This is awesome.
The posing and overall look of some of the pieces gives me a distinct Hirohiko Araki vibe, but there's also a lot of versatility, and I love the way the monsters look.
I won't know what my funding is like until about 30 days from now, but I am making a note to reach out when I can re: commissions.
The posing and overall look of some of the pieces gives me a distinct Hirohiko Araki vibe, but there's also a lot of versatility, and I love the way the monsters look.
I won't know what my funding is like until about 30 days from now, but I am making a note to reach out when I can re: commissions.
Fear and Hunger
[PENCIL & GODDAMN PAPER] The Other Kind Of RPG: The Dawnline
author=kentona
I like how it was nearly funded before I even managed to put the banner up onto RMN
I don't know how it's doing this well and I am in a state of mystification, but thank you again for putting up the banner, Kentona, and thank you Max for posing about the campaign!
Posting About Kickstarters
This seemed like the right place for this question, but I have a kickstarter that's going up in a few hours. It's for a pen-and-paper rpg, not an rpgmaker product.
Creative corner seems to be the right place to talk about it, and I know I can't be the only person who plays pen-and-paper in the community, but I wanted to ask the community first if anyone'd mind if I posted a link / some basic information about the game here.
Edit: It is the same kickstarter as the gargantuan banner currently looming over the entire forums.
Creative corner seems to be the right place to talk about it, and I know I can't be the only person who plays pen-and-paper in the community, but I wanted to ask the community first if anyone'd mind if I posted a link / some basic information about the game here.
Edit: It is the same kickstarter as the gargantuan banner currently looming over the entire forums.
Road To Paradise - The Dragon
Man, I am looking forward to episode one of the other game just so I can play as team human, and not Team Horrific Chibi Nightmare Squad. Body-horror doesn't usually get me, but apparently biological people inflicted with anime proportions finds the small thermal exhaust port on my sanity.
Now, changing subjects: mechanics.
-Re: regeneration. Hasting everyone feels more important than stacking regens in nearly all battles. This is because shutting down enemy sources of damage is more important than tanking. During long fights, once my chronomancer had nothing better to do, I did start applying regens, but that was only once the entire party was hasted. I almost never used atrophy, unless it was either that or a physical attack.
-Re: stuns. With a haste on Izuno, he can tail slap twice in a round. So, vs the final boss, that's getting a single 4 on 2d4. It's not guaranteed stunlock, and the boss eventually starts counterattacking it, but the odds are better than 25%.
FWIW, I was a forest dragon. If I knew Sky Dragon would come with autohit AoE stuns, I would've picked that up instead. Especially since this game is scoped for five episodes, I think it's worth giving the player an indication of what features each dragon has before they sign the paperwork and drive it off the lot.
Now, changing subjects: mechanics.
-Re: regeneration. Hasting everyone feels more important than stacking regens in nearly all battles. This is because shutting down enemy sources of damage is more important than tanking. During long fights, once my chronomancer had nothing better to do, I did start applying regens, but that was only once the entire party was hasted. I almost never used atrophy, unless it was either that or a physical attack.
-Re: stuns. With a haste on Izuno, he can tail slap twice in a round. So, vs the final boss, that's getting a single 4 on 2d4. It's not guaranteed stunlock, and the boss eventually starts counterattacking it, but the odds are better than 25%.
FWIW, I was a forest dragon. If I knew Sky Dragon would come with autohit AoE stuns, I would've picked that up instead. Especially since this game is scoped for five episodes, I think it's worth giving the player an indication of what features each dragon has before they sign the paperwork and drive it off the lot.
Road To Paradise - The Dragon
More stuff:
-Killed a rogue lizardfolk and it stayed on the battle map, unable to be interacted with, until the battle ended. No idea what triggered this.
-Okay, got it again. It seems to be linked to the +Aging condition?
-I like that the main cast is limited in their access to ability heals. The strong heals all come from items, which are finite. With some restrictions on item acquisition, that could make for a pretty cool resource management element to the game.
-I like that combats are evented in the dungeon and random on the overland.
-Longbow deals damage based on "STR + DEX", but there's no STR stat. I'm guessing it's attack + dex?
-Man, I was not expecting it to be canonical that the people in this world have chibi anatomical proportions. That is mindbendingly horrifying, that everyone on the high-fantasy side of the setting has these balloon heads and tiny bodies and everyone thinks it's normal.
-So, if you try to parlay and you were in dragonform originally, you end up in battle in your humanform without your equipment. Having an in-combat transformation would help with things like this. It would also make Izuno a little more mechanically interesting and versatile, if there's a way to code it.
-It's probably worth just outright mentioning somewhere early in the intro that shifting between forms will cause all of Izuno's clothes to fall off. That way the player knows it's a feature, not a bug.
-Ah. Can't return to town once you're in the tower. I wish I knew that going in, as I would've bought only healing potions instead of this 20% exp ring. It also makes the gold you pick up in the tower a little less than useful.
-The dungeon is well-mapped, individual areas have their own cool gimmicks, and everywhere I went the risk/reward balance felt good and interesting.
-Lamia in the room with the blue switch just casually walks across the pit like it's nothing.
-Aaand it seems all lamias can do this.
-Final boss wasn't too tough, but I think it helped that I stun-locked him for a couple of rounds early in the fight. I'm not sure how the mechanics work for everything behind the scenes, but the feeling I got while playing is that everything was broken, and thus everything was balanced. Like, I can give Izuno haste and more or less confirm lockdown on a single enemy by turn 2, but if that enemy is a dodgemonster, or has an automatic counter, or any number of other things, or if I whiff a round of tailwhips, then all bets are off. The level of challenge felt solid throughout the game, and all abilities felt circumstantially useful, and most equipment was side-grades. This is a style of game design that I really like.
-Killed a rogue lizardfolk and it stayed on the battle map, unable to be interacted with, until the battle ended. No idea what triggered this.
-Okay, got it again. It seems to be linked to the +Aging condition?
-I like that the main cast is limited in their access to ability heals. The strong heals all come from items, which are finite. With some restrictions on item acquisition, that could make for a pretty cool resource management element to the game.
-I like that combats are evented in the dungeon and random on the overland.
-Longbow deals damage based on "STR + DEX", but there's no STR stat. I'm guessing it's attack + dex?
-Man, I was not expecting it to be canonical that the people in this world have chibi anatomical proportions. That is mindbendingly horrifying, that everyone on the high-fantasy side of the setting has these balloon heads and tiny bodies and everyone thinks it's normal.
-So, if you try to parlay and you were in dragonform originally, you end up in battle in your humanform without your equipment. Having an in-combat transformation would help with things like this. It would also make Izuno a little more mechanically interesting and versatile, if there's a way to code it.
-It's probably worth just outright mentioning somewhere early in the intro that shifting between forms will cause all of Izuno's clothes to fall off. That way the player knows it's a feature, not a bug.
-Ah. Can't return to town once you're in the tower. I wish I knew that going in, as I would've bought only healing potions instead of this 20% exp ring. It also makes the gold you pick up in the tower a little less than useful.
-The dungeon is well-mapped, individual areas have their own cool gimmicks, and everywhere I went the risk/reward balance felt good and interesting.
-Lamia in the room with the blue switch just casually walks across the pit like it's nothing.
-Aaand it seems all lamias can do this.
-Final boss wasn't too tough, but I think it helped that I stun-locked him for a couple of rounds early in the fight. I'm not sure how the mechanics work for everything behind the scenes, but the feeling I got while playing is that everything was broken, and thus everything was balanced. Like, I can give Izuno haste and more or less confirm lockdown on a single enemy by turn 2, but if that enemy is a dodgemonster, or has an automatic counter, or any number of other things, or if I whiff a round of tailwhips, then all bets are off. The level of challenge felt solid throughout the game, and all abilities felt circumstantially useful, and most equipment was side-grades. This is a style of game design that I really like.













