I found many "homebrew" to deal with when something happens.
I.e. when i find a locked door i can try to break it. If i break it i roll for encounters +2 and i lower the relevant dice by one step (e.g. from d12 to d10) to simulate the lack of surprise. I may even pick a lock to look thru the door without opening generating the new room (rolling everything as standard) without actually encounter it, even the plot roll, so i know if it is the case to enter the room or keep delving to find more resources or stuff.
This is a really neat system. The lack somebody see in it is totally legit and allows players to make up homeberw rules. As said maybe i will use this as a base for a project i have in mind that has the same spirit and purpose (singleplayer fast delving system) a bit more story driven with prompts and concepts
I really enjoyed your game! I just want to suggest that you review how the attributes work, specially in combat, if I ever use my d12 in Brawl in can make through easily and the game seems a little unbalanced and boring. But overall it's a great game! Simple, direct, obscure and fun!
Right now the only form of character progression in this game is adding +1 to one of your stats every time you complete a plot point, but you're free to modify the rules to add any mechanics you want! Maybe you could add a way to increase the size of one of your dice or something like that.
Of course you have my permission! I license most of my work under a CC BY-SA 4.0 license, which generally means you're allowed to copy it, redistribute it, modify it, and make transformative content for it both commercially and non-commerically, as long as you mention me as the original creator and distribute your transformative content under the same license.
Also it feels super flattering that someone wants to write adventures for this!
The fonts I used were Seagram tfb for the titles and Source Sans for the rest of the text.
Hey, no prob! Thanks for some well put-together criticism. I might think about revising and rewriting some parts of the text sometime in the future, since, as you said, in a lot of places the rules are worded in a way that's kinda awkward and overly long (due primarily to english not being my first language, I guess)
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Love it.
I found many "homebrew" to deal with when something happens.
I.e. when i find a locked door i can try to break it. If i break it i roll for encounters +2 and i lower the relevant dice by one step (e.g. from d12 to d10) to simulate the lack of surprise. I may even pick a lock to look thru the door without opening generating the new room (rolling everything as standard) without actually encounter it, even the plot roll, so i know if it is the case to enter the room or keep delving to find more resources or stuff.
This is a really neat system. The lack somebody see in it is totally legit and allows players to make up homeberw rules. As said maybe i will use this as a base for a project i have in mind that has the same spirit and purpose (singleplayer fast delving system) a bit more story driven with prompts and concepts
I really enjoyed your game! I just want to suggest that you review how the attributes work, specially in combat, if I ever use my d12 in Brawl in can make through easily and the game seems a little unbalanced and boring.
But overall it's a great game! Simple, direct, obscure and fun!
I really liked Pocket Delver and that's why I translated it into my native language, Brazilian Portuguese.
I shared it in a Solo RPG community on Facebook so that more people here in Brazil know about it, and many have already liked it.
In the future I would like to create some material based on the CC BY-SA 4.0 license and when that happens I will share it with you :)
Thank you very much for making this work available to us
Is there a way to add a simple character progression/leveling to this? Great game! Well done!
Right now the only form of character progression in this game is adding +1 to one of your stats every time you complete a plot point, but you're free to modify the rules to add any mechanics you want! Maybe you could add a way to increase the size of one of your dice or something like that.
Thanks! I overlooked that! And great ideas to further develop!
What program do you use to create the 8-page mini-zine?
I made it in adobe Illustrator. I just divided the page in 8 sections and then manually flipped the content of the pages on the top part
You have been very helpful. Thanks!
To be honest, I really love this game, and I would like to write some small adventures for it. Do I have your permission?
Also, which tool did you use to get that font, it looks quite good.
Of course you have my permission! I license most of my work under a CC BY-SA 4.0 license, which generally means you're allowed to copy it, redistribute it, modify it, and make transformative content for it both commercially and non-commerically, as long as you mention me as the original creator and distribute your transformative content under the same license.
Also it feels super flattering that someone wants to write adventures for this!
The fonts I used were Seagram tfb for the titles and Source Sans for the rest of the text.
Font difference is night and day. Thanks for switching it up.
Hey, no prob! Thanks for some well put-together criticism. I might think about revising and rewriting some parts of the text sometime in the future, since, as you said, in a lot of places the rules are worded in a way that's kinda awkward and overly long (due primarily to english not being my first language, I guess)