v 0.09


0.09!

Ok, I'm pretty sure I've cracked the code. I've done a ground-up rework of the game, and think it's much closer to the game I want it to be. Changelog is extensive, and changes some of the base assumptions of the game. I was genuinely wondering if I should release this as a separate game, but decided against it. It's still HARROWING. Just improved.

  • ALL rules for the game now included on the sheets. No additional rules printout required!
  • GM now has a character sheet of their own!
    • This is because the GM now functions much like the players, gaining points and spending them on actions!
      • This has several benefits.
        • It allows the GM to 'bank' actions.
        • GM acts less often, but more consequentially.
  • Player actions have been paired down from from 13 to 9.
  • Stress and Will have been reduced to 3
  • Facets and Advantages have been reinvented into three Resource Pools
    • Qualities, Assets, and Connections
    • This has a lot of knock-on effects
  • Doomed and Inspiring removed
  • When you fill up on Stress, you become Stressed Out. When you become stressed out, you die or are removed from the game. OR, you can instead choose to remove one of your three resource pools to continue on.
  • Scenes now have Stakes! Stakes go up and down from scene to scene.
    • Stakes determine how many points the GM gains when players take bold action.
    • This has a LOT of knock-on effects!
      • Basically the GM gets to act more often and more severely the higher the stakes are.
  • Character sheets now have a description section.
    • "Hello! My name is character name. I am a adjective, archetype"
    • This gives you a character thing to focus on, even if you lose all of your resources.
  • Both Players and GM have sections with Principals.
    • These are stars to sail by. Aspirational advice for how the game should be played. If you need direction, look to the principals for inspiration!

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