If I were to get this, and I wanted to use it in a game engine like picotron, which has a limited color palette on purpose, would I have permission to edit it to fit?
DiscoSoup
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I'm so excited to be able to come back to the jam this year. My title is probably one of the coolest in the event: Embrace of the Eon Eater. I'm going to present it as the adaptation of a non-existent Japanese novel. Anyway I have a question.
Is it cool if I change the spelling to Aeon instead of Eon? No worries if not. Just felt more Japanese to me.
Hey all,
I just want to recommend an artist if you need some images for your books. Dean Spencer is someone I've supported for the better part of a decade. His stuff is ideal for Appendix N covers (think a more modern version of Frazetta or Vallejo). You can find his work below, and he also has a Patreon:
DriveThruRPG - Dean Spencer Art
I need to ask for clarification on how to assign stats. The language seems ambiguous to me.
When creating a pilot or a mecha, the direction is "roll 2d6 and assign to either [list of stats]."
Does this mean that we follow this procedure for each stat listed for the type of character, resulted in a score for every stat? Or does it mean that we roll once and choose a single stat to have? Or, since you write "either," Do we assign each of the d6 rolled to a single stat and leave some stats with no rank?
Thank you! But it's really Robert Woolcock of Zadmar Games who did it. I just made a hack of his TriCube Tales system, as I was still working on my degree in July and didn't have time to make a full game. I'm a huge fan of TriCube, and Richard is nice, so I felt that my best effort would be something for that system.
Thank you for the kind words and the feedback. Yes, the stats do start out at zero. So you're going to want to be I guess a little tactical and how you assign your stats, but also realizing that a lot of times your tails can provide good contacts for a critical roll, even if you need to use what's normally a weaker stat.
I can't get this game out of my head. The system is just too amzg. The one thing that gives me a prbm is the enmy system.
I feel like not every enmy is going to want to hide, nor should every enmy have the ability to blast you for max damage, for instance.
What if you had a system of "overlays" for types of enmy? Like small swrm enmy types might have one set of six actions while boss types might have another?
I know the idea is nstn gameplay, and creating a million NPC types just reduces the simplicity. But if you had like 3, 4, or 6 types of enemies that might make things more varied while also adding verisimilitude to the encounters?
1. I am Jake, aka DiscoSoup.
2. This is my third year participating.
3. I am currently inspired by dinosaurs, but if the theme doesn't even come close to what I kind of have in mind already, I will adapt .
4. I am hoping to be able to use my creativity in July. I want to expand my ability to create something. I normally have the Summers off because I work in education, but I'm currently working on a degree so we will see how it goes.
I like this game a lot. I have a QSTN. I feel like calling a shot is always the right thing to do against a FACEOFF. You always roll better against it and do more damage when successful, right? What would you think of some sort of "clock" mechanism or anything else that might incentivize a player to act more rashly? Not that they should, but just to give some more tension.
This is absolutely great. I want to do a whole video about it. My only thing that I'd like to know about before I do is what would be a reason to choose a new skill as a character advancement? It feels like starting a new skill at 2 would be a lot less useful than just increasing a skill that covers half of all applications by one.
Hey, I really liked what I have played so far. I just did a livestream of my first impressions. I ramble for a bit (I also have to kill a spider for my daughter), but I think I'm getting the hang of it. Even though I died on my first round of combat, I quite enjoyed the experience, and I'm going to do it again.
No real notes. It's fun to get squished. But I would say that I'd really like to see multiple room encounter tables. Like one for each type of Delve to add a bit of variety.
This looks very interesting. Can I please get an example of an action roll? I'm familiar with the standard dice roll on your first column (three conditional nos and three conditional yesses). For instance, what if I try to swing from one vine to another and roll "Yes, and," "if," and "despite?" Thanks!







