Nighttide v0.3


Made some small corrections:

  • Noted that players should state both their action and their intended aim so that facilitators can better advise whether the action is even capable of achieving that aim, or whether interstitial actions may be needed. 
  • Noted how many bullets and coins players start with. (No costs offered for any items, but I figure with a silver shortage on, a single coin could buy you several items on that list—if you could find anybody willing to sell to self-proclaimed hunters.)

Unrelated, but something I feel compelled to point out: It is likely that I will need to update this with a longer version after playtesting this weekend, including expanding upon the implied advancement system, or eliminating that implication entirely if need be. (Technically, if you exceed a cost by 3, you should get a permanent edge just as effectively as if you suffered a permanent consequence from a cost with a severity of 3. Technically. Not sure if that will work in play.)

Files

Nighttide v0.3.pdf 1 MB
Nov 05, 2019

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