Months ago I shared my draft documents for Goblinville here and the discussion was immeasurably helpful for refining the game. I've been working on a hack for the system that will shift the focus to human rogues in a (non-magical) fantasy city.
I wanted to design a game that pushed hard toward the Picaresque genre. The attached documents include the current state of the rules and character sheet. I cut a lot of elements from Goblinville (basically everything about inventory, time, and explorations) and added a procedure for players to set their own scenes that I hope gives enough concrete context while allowing them to pursue their own agendas. It is a very different game.
I'd love any feedback but I'm focused on a few things:
- Are these procedures clear enough that you can imagine the flow of play?
- Are the grudges and ambitions an interesting enough framework to catch your interest?
- Are the minimal setting details appreciated or would you want more of a 'canon' setting?
- Are the opportunities for advancement and progress sufficient to encourage multiple sessions of play?Rules v2Sheets v2