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Not sure if my tabletop idea is still marketable...

Oniros25Oniros25 Registered User regular
I wasn't sure if this fit better here or on Critical Failures, but I'm primarily looking for advice, so I went here first. If it needs to be moved, I can do that.

So. For years, YEARS I've been toiling away in my secret tabletop RPG labratory to make a game that several people told me simply could not ever work: a stealth-oriented tabletop RPG that draws inspiration heavily from things like Thief, Dishonored, Metal Gear (mechanically speaking) and to a much lesser extent Dark Souls. Despite even my own skepticism over it, I made it work. Aquaintences who playtested it once will come up to me at parties and ask if they can try it again. The rules are solid, the setting and lore I built are interesting enough on their lonesome. At least I think so.

But then, this morning I saw Will Hindmarch's kickstarter for Project Dark. It's a stealth-oriented tabletop roleplaying game influenced by Thief. It's already been funded several times over. Given that it was created by Will Hindmarch, it's going to be great and I fully support anyone interested in it checking his game out when it becomes available.

My question is, given how close his game and mine actually are thematically and in their intent, is there any point in my investing my own money in publishing my game? I feel like with a sub-genre of this size, one game might be enough to scratch the itch. Is there any point in pursuing this project beyond fun enthusiast fiddling? I was all set to go all in on this and now I just don't know if it would be worthwhile to do so.

Nintendo Network ID: Oniros
3DS Friend Code: 1461-7489-3097
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    CelestialBadgerCelestialBadger Registered User regular
    Don't be so easily discouraged, unless it's just one of those noodling ideas we all have, that are never really intended to come to anything. In which case, no shame! Just play it yourself. Who cares about the similarity to other ideas? Do you know how many D&D rip-offs there are out there?

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    Chomp-ChompChomp-Chomp Shonen Princess Registered User regular
    The RPG market is not for making money, really. Lots of writers and devs will tell you this straight up, and the vast majority of them do RPGs as a side job.

    It absolutely is a project for fun. And you should keep at it!


    Okay, so first off, how far along is the thing?

    Can you complete it without spending too much money? Consider your art, editing, and advertising costs. Next, how will you publish it?

    As for me, I did DrivethruRPG. It was moderately painless. They take... 30% of the selling price? Yeah. That sounds right.

    So, tally up your costs and set a price point that will cover those costs if you sell 100 copies. That'd be a Bronze Seller, and I know it sounds like a trivially small amount of sales, but the market is super small.

    If you can cover costs in 100 sales, do it.

    Hell, do it so you can say you've published freaking RPG!

    Shit, do it because you made an awesome game! If even one person plays it and has a good time, you've enriched the community.
    Don't do it to roll in cash. :(

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    Oniros25Oniros25 Registered User regular
    The RPG market is not for making money, really. Lots of writers and devs will tell you this straight up, and the vast majority of them do RPGs as a side job.

    It absolutely is a project for fun. And you should keep at it!


    Okay, so first off, how far along is the thing?

    Can you complete it without spending too much money? Consider your art, editing, and advertising costs. Next, how will you publish it?

    As for me, I did DrivethruRPG. It was moderately painless. They take... 30% of the selling price? Yeah. That sounds right.

    So, tally up your costs and set a price point that will cover those costs if you sell 100 copies. That'd be a Bronze Seller, and I know it sounds like a trivially small amount of sales, but the market is super small.

    If you can cover costs in 100 sales, do it.

    Hell, do it so you can say you've published freaking RPG!

    Shit, do it because you made an awesome game! If even one person plays it and has a good time, you've enriched the community.
    Don't do it to roll in cash. :(

    Never thought it would be something I could quit my day job over. Did see it as an idea that could potentially be at least a little profitable, however. And at least successful in the public sphere. I've got an editor lined up. He's not got much professional experience, but he's tallented at what he does and I feel blessed to have him. Most of my investment in the project would go toward art, advertising and publishing. I was also thinking DriveThruRPG. It's the only sane way to go these days if you're a little guy.

    Nintendo Network ID: Oniros
    3DS Friend Code: 1461-7489-3097
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    DaimarDaimar A Million Feet Tall of Awesome Registered User regular
    I don't think a similar product should deter you from trying to put your product out there as well. Aside from the theme the mechanics are likely different and could appeal to different people or at least entertain the same people in different ways.

    Heaven knows that there are tons of copycat movies, games, books, etc. that come out to follow every trend that's seen as hot so as long as your personal investment isn't going to break you or cause too many problems if it doesn't take off it is probably still a good idea to try.

    steam_sig.png
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    Oniros25Oniros25 Registered User regular
    On a completely different note, I think I took this in a decidedly more negitive way than I might have otherwise because my fiance left me about a month ago and working on the project was what was keeping me going. Felt for a second there like I'd just kind of lost the last thing I had holding the ship together so to speak, that it was just another thing I would put my all into if it would change the outcome, but it wouldn't. As I'm calming down, it seems like less and less of an issue. I just love this project, so much. I want it to be successful. Lots of emotions tied to a product I've wanted to realize since before I was even an adult.

    Nintendo Network ID: Oniros
    3DS Friend Code: 1461-7489-3097
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    Chomp-ChompChomp-Chomp Shonen Princess Registered User regular
    Excellent motivation.

    Just push ahead with art and formatting. It might be better if your game drops before the Kickstarted Monster. Deadlines are excellent motivators!

    Once you have your files set it takes less than a week to get it all set on DriveThru.

    Oh, and if you can, try to release a quickplay preview demo thingy for free. Then people can gab about it on RPGnet or here. Free advertising!


    Checking this project off your list is gonna be powerful emotional weightlifting. I'm super down for reviewing and getting a conversation started.

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    Oniros25Oniros25 Registered User regular
    Thank you. That means a lot. I'm working tonight on developing a quintessential starter adventure I could very easily couple to quickplay rules and pregen characters.

    I'll be sure to check in with you when that's ready.

    Nintendo Network ID: Oniros
    3DS Friend Code: 1461-7489-3097
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    useless4useless4 Registered User regular
    Good luck, and sometimes similar products do feed off each other symbiotically. "You like x game? This is like that but with these differences!"
    Think about how many generic D&D inspired RPGs there has been since D&D launched. Most of those found some audience right? So in a stealth RPG world where there is only your product and this other product, you have very good chances. Plus you could theoretically be first to market right? That never hurts.

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    zepherinzepherin Russian warship, go fuck yourself Registered User regular
    Sounds interesting, If it has solid mechanics. I would buy that. Send me a PM if you enter production.

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    Grunt's GhostsGrunt's Ghosts Registered User regular
    As someone who plays rogues and stealth characters alot, I'm interested, especially if others want to try it again. To help promo your game, you should do a demo, basic rules, pre-gen characters and a one shot story to help with the advertising of your game. Give them a taste and hook them in.

    Also, how modifiable is your game? Like could I do a straight up Dishonored or Assassins Creed game with minor tweets? I noticed his game uses playing cards vs. dice which could be a deciding factor for people who prefer dice. He's game and yours (depending on how you made yours) could fill two different groups for the same style. Like Dungeon World and DnD are both fantasy dungeon games in different ways.

    All and all, I'm excited by both games so you can count my wallet to be there.

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    Oniros25Oniros25 Registered User regular
    As someone who plays rogues and stealth characters alot, I'm interested, especially if others want to try it again. To help promo your game, you should do a demo, basic rules, pre-gen characters and a one shot story to help with the advertising of your game. Give them a taste and hook them in.

    Also, how modifiable is your game? Like could I do a straight up Dishonored or Assassins Creed game with minor tweets? I noticed his game uses playing cards vs. dice which could be a deciding factor for people who prefer dice. He's game and yours (depending on how you made yours) could fill two different groups for the same style. Like Dungeon World and DnD are both fantasy dungeon games in different ways.

    All and all, I'm excited by both games so you can count my wallet to be there.

    Dishonored would require almost no modding. Most of Corvo's powers are in there with the serial numbers filed off already and then some. You just have to make the player's mana pool regenerate more frequently. I tried to make magic more of a sometimes snack than it is in Dishonored.

    Assassin's Creed would take a little more work, but I wrote a scenario for what will become the demo here shortly last night that involved the players navagating a galla event at a mansion and using social stealth to avoid being spotted by the guards along the edge of the ballroom. That idea obviously spun out of Assassin's Creed. Actually, no I could do AC quite easily as well. The biggest hurdle there is how the game handles death. I made the system hyper leathal. You either win combat in one or two rounds or you die. In my provided setting, which is a lot closer to Dishonored than Assassin's Creed, if a party member dies there are...methods by which one might get him back on his feet. One would have to find an alternate solution for that in a world without its phoenix down equivalent. Maybe that means toning down the leathality of combat, maybe that means a player hitting 0 puts them into unconciousness that they can be awakened from rather than death. There are options.

    Nintendo Network ID: Oniros
    3DS Friend Code: 1461-7489-3097
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    Oniros25Oniros25 Registered User regular
    zepherin wrote: »
    Sounds interesting, If it has solid mechanics. I would buy that. Send me a PM if you enter production.

    I'm quite fond of the mechanics I'm using. It's one of the things that made me believe the project might have legs outside of my own wide-eyed obsessions. Not to get into it too deeply, but stealth works kind of like a streamlined hybrid of what you get in Thief and what you get in MGS3, tweaked for dice rolling of course. Stealth is double-layered in my game too. There's a system for the players altering an enemy and then another inter-related system for an enemy trying to physically discover their presence.

    The first is easier to fail than the second. In game, this means that every once in a while, the player will step on the wrong thing or poke a little too far out of the shadows and a guard will go, "Huh?! What was that?" The player then gets an opportunity to find a better place to hide as the guard approaches and the harder to fail discovery check goes down and the guard goes, "Humph. Must've been rats..."

    It provides the thrill of having been discovered without punishing the player with enemies immediately raising an alarm. Also, players sweat bullets when the guard comes close and their squirming reactions to this are often quite hilarious.

    Also, simple revelation that came to me early on: if everyone is playing a rogue, then there's no reason for Sneak Attack to be a class based characteristic. I bound it to individual weapons. It actually allowed me to make things like daggers useful beyond the usual "too weak to use anything else" sort of argument. Weapons that deal high base damage often have shitty sneak attack damage and vice versa.

    Nintendo Network ID: Oniros
    3DS Friend Code: 1461-7489-3097
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    Giggles_FunsworthGiggles_Funsworth Blight on Discourse Bay Area SprawlRegistered User regular
    I would play the hell out of this.

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    XixXix Miami/LosAngeles/MoscowRegistered User regular
    edited March 2014
    Years? You're wasting time.

    It does not take that long to put a tabletop game out to market.

    You should be play testing this every weekend, as often as you can really. You should be constantly iterating and fixing things that don't work well or adding new things that you discover may improve the game.

    If you're really serious about this, pick up the pace, that's my only advice. Otherwise it will become one of those projects that never gets released, and thats the ultimate waste of time.

    Xix on
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    CelestialBadgerCelestialBadger Registered User regular
    Xix wrote: »
    Years? You're wasting time.

    It does not take that long to put a tabletop game out to market.

    The whole concept of "market" is pretty unimportant as far as tabletop RPGs go. You are never going to be rich making a self-published RPG. As long as you have fun and don't lose too much money, it's all good. So fretting over competitors is pretty pointless.

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    The EnderThe Ender Registered User regular
    Just go for it, man. As long as you're not investing some crazy amount of money into self-publishing (really, you can self-publish & advertise online these days for like 15 bucks a month), there's no reason not to take the plunge if you've already got the game written.
    The RPG market is not for making money, really. Lots of writers and devs will tell you this straight up, and the vast majority of them do RPGs as a side job.

    Erm. No. The RPG market is definitely for making money - whether or not you can make a living off of small run self publishing is another question entirely, as is how to make a successful start-up business, but you certainly can make money in the gaming / RPG market & even make it your primary revenue stream, if you can put the work / time into it and have enough initial capital to do some marketing / pay your bills while you're still getting off of the ground.

    No serious publisher or designer would discourage you from trying to have a successful career in the industry if that's what you want to do (they will tell you that it's hard, yes, but nobody ought to tell you that you cannot make a go of it).

    With Love and Courage
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    Chomp-ChompChomp-Chomp Shonen Princess Registered User regular
    I'm liking what you're pushing so far, Oniros! Get that playtest/quickstart out there so we can devour it.

    And @The Ender‌ , I was by no means trying to discourage our Dream Lord from getting his project off the ground. @CelestialBadger‌ said it much better, above.

    Just sayin it's hard to make RPG making your primary gig.

    Game Making /= Wall Street, but Game Making does = Awesome.

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    Baron DirigibleBaron Dirigible Registered User regular
    Just chiming in with my 2c:

    A fair while ago (maybe mid last year?) I had an idea for a website / app that probably wouldn't have made me any money, but could have found a handful of users, and in the worst case was something I'd use myself (along with a few friends I could count on). And then, maybe a few months later, some very established names announced that they were collaborating on basically the same thing, and it was spruiked in all the major channels, and they'd already developed it to a closed beta. I signed up and basically realised it was 99% of what I'd hoped to make, and that all of their support network and decades of experience meant I probably shouldn't try to do it myself. They'd already got there and they'd get all the users.

    And then, earlier this year, they folded. Lack of interest, compounded with what seems like massive overhead making it unsustainable.

    Which tells you two things: first, that there's no certainty someone else's product will be more successful or marketable than yours. Even if it's already been funded on Kickstarter! People fund all sorts of shit on Kickstarter. Second: I gave up even thinking about the project once I joined their open beta. I was using their product when I could have been working on my own, and now they've closed shop and there's a vacuum once more. Had I kept going, I might have been in an even better position than if they'd never even announced it.

    You seem worried that people might think you're ripping off what Will Hindmarch is doing well -- but you should focus on what he's doing poorly. So his product is 99% similar to your own? Make that 1% fuckin' shine.

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    Grunt's GhostsGrunt's Ghosts Registered User regular
    Hell, even if your thing is 100% similar you can still get some people to buy it, look at the Flex Hose, Flexible Hose, Xhose Flexable, and the Flex-able Hose on those TV commercials. Its the same hose, different names and colors.

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    DhalphirDhalphir don't you open that trapdoor you're a fool if you dareRegistered User regular
    There's always a unique value to your product, you just have to figure out what it is.

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    Oniros25Oniros25 Registered User regular
    I have been working on the demo for those that are interested. I was sick over the weekend and spent a goodly ammount of it being sick and another goodly ammount of it getting my soul sucked out in Dark Souls 2 which was as enevitable for me as gravity. I promise it will be ready within the next few days though. I'll try to put the demo rules together while I'm here at work. I'm excited by the fact that people are actually interested by what I've been putting down here.

    I'm just going to keep teasing a few little things: Magic. There is a spell list, but you have to steal spell scrolls to learn new spells. They have to be found in the world, which means that the GM ultimately has complete control over what spells casters know outside of the spells they start the game with. When casting, there are two DC type goalposts: there's your casting skill, which you have to roll under and the spell's challenge rating, which you have to roll over. The goal is to hit that sweet spot where you're exceeding the challenge rating, but not busting on the roll. If you don't exceed CR, you subtract your roll from CR and that's what the spell costs in cunning, the games mana equivalent. If you do exceed it, the spell costs 1, all but free spell for your that turn. If you bust, it costs you the CR's worth of cunning and the spell still fails. Every spell cast feels a bit like a slot machine as a result, albeit one you can stack in your favor, as any good rogue would.

    If cunning reaches 0, your character falls unconcious for a short time though, so there is some serious risk to casting when you're in the danger zone. But no reward comes without risk...right?

    Nintendo Network ID: Oniros
    3DS Friend Code: 1461-7489-3097
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    Oniros25Oniros25 Registered User regular
    Also, I plot my maps out using dungeon tiles. It's a very useful tool for me to visualize the space in that way. I bought a new "The City" set on Friday. I think that will add some extra sheen to this level I'm constructing. Virtuoso Mannor is going to be an excellent sample level I think.

    Nintendo Network ID: Oniros
    3DS Friend Code: 1461-7489-3097
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    Ziac45Ziac45 Registered User regular
    Just to chime in with my own 2 cents on this. Much like everyone else has said RPG's don't sell well at all. I run a small game store and even the popular RPG books (Pathfinder, World of Darkness, DnD) rarely go anywhere. With that being the case maybe consider putting up your game as a free download somewhere. That way you don't waste money on getting it printed out and all the physical costs while still allowing people to play and try it out. Pathfinder does something kinda like this with their SRD that allows people to basically play without buying the books. If it turns out people are interested in your game and an audience builds that would be the time to put out physical books. With games like this the people that buy books aren't necessarily all the people who are interested in playing the system, the amount of people I know that love Pathfinder but just use the PDF's is insane. But if people really like the system collectors, and those who prefer having the physical copy in front of them will buy the books for anywhere from $30.00-$60.00 and it would bring in some money. Like others have said this is probably not going to be able to be a job for you, but if you can build your audience first you can probably sell some books and maybe make some money.

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    Oniros25Oniros25 Registered User regular
    That's a good idea. Thanks for the input!

    Nintendo Network ID: Oniros
    3DS Friend Code: 1461-7489-3097
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    Anon the FelonAnon the Felon In bat country.Registered User regular
    I'm a guy who really likes tabletop games (be it board, paper, or miniature).

    Lots of games are similar to each other. Mostly the decision to pick up a game comes down to aesthetic, for me (and my wife, and my friends). So, never let something which is even mechanically identical to your project be a deterrent. People will pick your game over another game because it speaks to them.

    In order for that to happen, you've got to give it a chance to talk.

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    Alistair HuttonAlistair Hutton Dr EdinburghRegistered User regular
    First question, have you read/played Ninja Burger? It's a very silly rpg about stealth fast-food delivery - it's almost boardgame like in it's execution but it is certainly in the space you are describing.

    Also, I am Mr Cynical. I am Mr Super McCynical when it comes to RPG designs. So I'm going to ask you a pair of questions that might be a little insulting.

    Have you heard of the term Fantasy Heartbreaker? The capsule of what a Fantasy Heartbreaker is is that it's a D&D clone with one good/great idea buried in among all the D&D knock-off parts of it. The heartbreak being that the good idea is ignored/forgoteen about by the general public about because everyone just sees the D&D clone parts and dismisses the good idea.

    The follow up questions is, "Is your game a Fantasy Heartbreaker?"

    I have a thoughtful and infrequently updated blog about games http://whatithinkaboutwhenithinkaboutgames.wordpress.com/

    I made a game, it has penguins in it. It's pay what you like on Gumroad.

    Currently Ebaying Nothing at all but I might do in the future.
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    Oniros25Oniros25 Registered User regular
    Question one: heard of it, but never played it.

    Question two: I am familiar.

    Question three: I don't think it is since play feels significantly different. I only say "I don't think so" because I'm almost 100% sure no one thinks they're developing a fantasy heartbreaker in the midst of it. I don't honestly use a lot of D&D mechanics or ideals. I don't use D&D monsters or races. Truthfully, this game has more in common with the works of Chaosium than it does with any iteration of good ol' D&D. I think I could only honestly say yes if your definition of "fantasy heartbreaker" was so broad as to include any game developed going forward that features a middle ages fantasy setting where the protagonists are adventurers of some stripe. Even then, in true Thief/Dishonored fashion, the provided setting is more Victorian era with fun Middle ages trappings than anything more soundly set in the period.

    Heists in Deceit play out more like an episode of Leverage set in a dark fantasy world ala something like The Black Company. Trying use my game model (engine? I dunno how that is best described for pen and paper) to run D&D knock off adventures would be both unsatisfactory and frustrating. Not sure if that's better or worse, but I modeled it to be a vulnerability fantasy. If you play it as a power fantasy, kicking in doors, killing monsters, getting loot, you will die. Not sometimes. Everytime.

    Is that a satisfactory answer or have I still not hit on what you're getting at? No concern needed on being Mr. Cynical either, sir. I am totally "that guy" for any of my friends who fancy designing a game like this. I'd be a pretty poor sport if I couldn't take what I dish out.

    Nintendo Network ID: Oniros
    3DS Friend Code: 1461-7489-3097
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    Alistair HuttonAlistair Hutton Dr EdinburghRegistered User regular
    Oniros25 wrote: »
    Is that a satisfactory answer or have I still not hit on what you're getting at? No concern needed on being Mr. Cynical either, sir. I am totally "that guy" for any of my friends who fancy designing a game like this. I'd be a pretty poor sport if I couldn't take what I dish out.

    No that hits it pretty much spot on. The very fact you are aware of the Fantasy Heartbreaker and can talk about your game with that in mind pretty much makes you immune to developing one. Although these days people do use the term more broadly to basically means any game that is clearly derivative of X but with good idea Y. There are plenty World of Darkness-esque Heartbreakers out there.

    The idea of a game that's about stealth rather than just featuring stealth, especially as group of characters ,is intriguing and I wish to sign up to your newsletter. Stealth bits in RPGs often feel like net-runs in cyberpunk games, only the specialised characters can do it and that means everyone else has frustrating down time.

    I have a thoughtful and infrequently updated blog about games http://whatithinkaboutwhenithinkaboutgames.wordpress.com/

    I made a game, it has penguins in it. It's pay what you like on Gumroad.

    Currently Ebaying Nothing at all but I might do in the future.
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    Oniros25Oniros25 Registered User regular
    edited March 2014
    The idea of a game that's about stealth rather than just featuring stealth, especially as group of characters ,is intriguing and I wish to sign up to your newsletter. Stealth bits in RPGs often feel like net-runs in cyberpunk games, only the specialised characters can do it and that means everyone else has frustrating down time.

    Exactly! That's how I always saw it too. It's frustrating for others to wait on the stealthy character to do his thing and it's frustrating for the stealthy guy to try and ply his trade when all his companions are not at all interested in keeping things on the downlow. I cannot count the number of times when I was inches from ganking some unsuspecting fool in other RPGs only to have some joker let off a fireball or an arrow or a battlecry or, hell, just fail a stealth check. Suddenly, not only am I bloody useless, but exposed and in prime face-smashing position. Any irritation I express on this front is often met with a shrug. It's not what they're character is about and they just don't care.

    This game is about stealth in the same way that, say, White Wolf's Mage is about magic. Every stat, every skill, every device, every spell is in some way in service of keeping the players concealed or helping them cope with moments when they are finally discovered. Anything not expressly about stealth is streamlined as much as I can make it without removing the substance from those subjects entirely. In this way, the stealth can be complex and nuanced without the player drowning in overall detail. Even the provided setting is designed that way, as a giant spiderweb of secrets, lies and jealously guarded treasures. I can only hope that my skill at the craft matches my desire to produce a very specific kind of experience. You guys will have to let me know how I did in a few days...

    Oniros25 on
    Nintendo Network ID: Oniros
    3DS Friend Code: 1461-7489-3097
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    Oniros25Oniros25 Registered User regular
    Um...whoops. I'll have to fix that when I get home. My work connection won't let me use javascript for some reason and is preventing me from editing those quotations.

    Nintendo Network ID: Oniros
    3DS Friend Code: 1461-7489-3097
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    Oniros25Oniros25 Registered User regular
    Also, if anyone has interest in my setting I'm providing with the game, I'd love to talk about it. Most questions have been mechanical so far, so I've been loathe to ramble on a subject that so far seems not to have piqued anyone's interest.

    Nintendo Network ID: Oniros
    3DS Friend Code: 1461-7489-3097
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    Grunt's GhostsGrunt's Ghosts Registered User regular
    You should make a thread on CF to talk about your game or post in the General RPG Thread. I keep forgetting this thread is here as I don't come this way unless the top post looks interesting.

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    Oniros25Oniros25 Registered User regular
    Yeah. I've been thinking of that too. We've kind of moved away from the help/advice that I came seeking in the first place. I'll have to look into making a post for CF.

    Nintendo Network ID: Oniros
    3DS Friend Code: 1461-7489-3097
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    Chomp-ChompChomp-Chomp Shonen Princess Registered User regular
    Besides stealth, what other sneaky, underhanded mechanics does the game support?

    You've been very clear that combat = death, but what about fast-talk, disguise, convoluted aliases, and other skulduggery?

    Basically, can I be Locke Lamora?

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    Oniros25Oniros25 Registered User regular
    Yes you can. Everything you described falls primarily under the purview of the Courtesan specialization (specializations are kind of like classes.) They have higher starting social skills, potentially a disguise kit (if you choose it off their starting item list) natural connections around town and a special ability that lets them essentially, "Would you kindly?" One NPC who will carry out the action and only think its weird they did so after carrying it out. Special abilities are all decidedly cunning-expensive, but awesome like that one.

    Nintendo Network ID: Oniros
    3DS Friend Code: 1461-7489-3097
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    Oniros25Oniros25 Registered User regular
    It should be noted that if you get caught, the Courtesan is totally within his rights to go, "Would you kindly forget I was ever here?"

    And then just step right back into the shadows and leave.

    Nintendo Network ID: Oniros
    3DS Friend Code: 1461-7489-3097
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    ceresceres When the last moon is cast over the last star of morning And the future has past without even a last desperate warningRegistered User, Moderator mod
    Not sure you can post in CF to self-promote. I think you may need to use the indie subforum, but ask let me ask before you do anything because not sure about tabletop.

    And it seems like all is dying, and would leave the world to mourn
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    Oniros25Oniros25 Registered User regular
    Outside of that, there are Mechanists who are naturally masters of the mechanical. They can build a mechanism in the blink of an eye or strip it down to its base components just as quickly. They set and disarm all the most devious traps. Lovely little boffins.

    Shadowcasters who are the best with spells and are essentially human portal guns between two visible shadowy locations. It should be noted that all my spells facilitate stealth, illusion and deception. There are no fireballs or lightning bolt spells...or at least none that just owning won't put you on the hit list with the king's assassins...who all know those spells. Those guys are tenacious too. Maybe just don't?

    There's the Resurrectionists who make you all better when you screw up and die. They use a very nearly-legal form of necromancy. They're unpleasant, but preferable to a swift death (probably.) Closest thing to a cleric or priest in the game as written.

    Lastly, there's the Quickblade who essentially can cleave after killing on a sneak attack. He's a guard exterminator. Not a nice man usually, but handy to have in a pinch. If any PC is surviving combat (still unlikely) it will probably be this gent.

    Nintendo Network ID: Oniros
    3DS Friend Code: 1461-7489-3097
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    Oniros25Oniros25 Registered User regular
    ceres wrote: »
    Not sure you can post in CF to self-promote. I think you may need to use the indie subforum, but ask let me ask before you do anything because not sure about tabletop.

    Ok, thank you. I sent a message to the mod of that form, but he hasn't gotten back to me. I don't want to cause any trouble, but I would love to keep talking to these lovely people about my game.

    Nintendo Network ID: Oniros
    3DS Friend Code: 1461-7489-3097
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    Giggles_FunsworthGiggles_Funsworth Blight on Discourse Bay Area SprawlRegistered User regular
    Oniros25 wrote: »
    Outside of that, there are Mechanists who are naturally masters of the mechanical. They can build a mechanism in the blink of an eye or strip it down to its base components just as quickly. They set and disarm all the most devious traps. Lovely little boffins.

    Shadowcasters who are the best with spells and are essentially human portal guns between two visible shadowy locations. It should be noted that all my spells facilitate stealth, illusion and deception. There are no fireballs or lightning bolt spells...or at least none that just owning won't put you on the hit list with the king's assassins...who all know those spells. Those guys are tenacious too. Maybe just don't?

    There's the Resurrectionists who make you all better when you screw up and die. They use a very nearly-legal form of necromancy. They're unpleasant, but preferable to a swift death (probably.) Closest thing to a cleric or priest in the game as written.

    Lastly, there's the Quickblade who essentially can cleave after killing on a sneak attack. He's a guard exterminator. Not a nice man usually, but handy to have in a pinch. If any PC is surviving combat (still unlikely) it will probably be this gent.

    Are there any lasting effects of being resurrected?

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