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Sovem

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A member registered Apr 25, 2020

Recent community posts

If I had one quibble-- and this is a very minor thing, because it's more on me than the rules-- it would be that rolling a 20 always elicits a groan from me. It's supposed to be the best roll, but I don't get excited, instead I get sad, because I know my next action will fail, no matter what it is. That seems counterintuitive, to me. 

I have been trying to make 20's even more significant, really trying to milk the specialness beyond my first ideas, but I've also been considering a house rule that, when you roll a 20, your new Kismet resets at 10.

I love this game SO MUCH. So simple, you can literally play it in your sleep (I have). Yet, somehow, it is not TOO simple. I play lots of simple systems--FKR systems, Bivius, 24XX, FU; just to name a few-- but Kismet does something special: with a single rule, it naturally creates the ups and downs of an interesting narrative. It is both resolution mechanic and narrative mechanic, in one! 

I am ashamed to admit that I had to watch an Actual Play of this game before I "got it". Which seems ridiculous, considering how simple it is, but a part of me just couldn't believe that it works. It does work; just play it and see.

No hablo Español. But, thanks to Google Translate, I can understand and enjoy these Actual Plays. ¡Que tiempos! 

Thank you for the very detailed answer! That helps a lot! 


And that supplement looks amazing!

Indeed, it does. Thank you!

Letters From December community · Created a new topic Deals

This game is absolutely fascinating. I love the atmosphere of the setting, and the way you have incorporated alchemy into character advancement. 


One thing I would have liked to see is just a little bit more of guidance on Deals. The game only says that they are unpleasant. This level of mystery is great for a Player but, as a GM, I've no idea what I'm supposed to be offering my Players. Any suggestions?

The At-Will power "Far-Blade" says, "Swap places with a target within Near range. This doesn’t count as Moving." 

Many other powers refrence being able to Move as part of the power, but none of the others that I've seen contain this line about not counting as Moving. Does this mean that all the others require you to spend Speed or Energy to Move?


Also, this may be a silly question, but the Tome-blade can give someone Lore "in Near range"... That includes their self, right?

Ok, thanks! 

So, what happens if you try to carry more?

I have a question and I hope this is the right place to ask it. I love this game but, before I introduce it to my players, I need to understand the Crystals stat. This is the first Lumen game I'm familiar with where the energy stat is represented by physical, in-game objects. Why, then, is it represented as a stat? Especially if you can spend Crystals by destroying property. My players will want to know what the stat is actually representing.

Hey, thanks for the quick reply! You said, "The powers are the things each character can do," but what are the things characters can do? You mentioned Star Wars, Firefly, and Dune as some of your inspirations; the things considered to be "powers" in those settings are quite different from one another! Since it seems like your game implies a setting, I'd love to know what kind of things you picture PCs capable of doing in that setting! 

I do really like the supply/pool dynamic and the failing forward, and will probably use something like it in a game I'm running!

I am, unfortunately, disappointed with this product. 


I like the idea behind the setting. I really like the fail forward implementation of Caltrop Core, and the ways the various "classes" interact with the mechanic. And the production value is fine. 


However, it feels like a major chunk of this game is missing. There are numerous references to the power of the crystals, in both the setting description and the character blurbs, but there is no discussion of what those powers actually are or of what characters can do with them. Seems like a major oversight. 

I see! Thanks for the reply. 

Hi! Could you explain what it means under Agile where it says "+1 to opponents dice"? Wouldn't that be just as likely to turn a Partial Success into a Success, as it would to turn a Success into a Failure? 

I once knew a Dungeon Master who was an alcoholic. We didn't know he had a drinking problem, we just thought he was hyperactive and silly and loved drinking Kool-aid out of Yeti tumblers. Anyway, he was supposed to run a published adventure for us, but we later found out that he was making everything up on the spot, from the plot to the loot to the hit points of the rats. He would have loved this book. (I say "would have" because he's sober, now. Bless.)

Do not get this book looking for a game unless you are the kind of person who buys the DVD boxed set of "Whose Line Is It Anyway?" for the plot. 

Or if your players really enjoy kool-aid in Yeti tumblers.