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An excellent variation of the Otherkind Dice mechanic that I'll be adding to my toolkit. Cuts down on having to improvise goals and dangers (if you have problems coming up with that kind of thing on the fly), the qualities are easy to remember instead of inferred and keeps things down to three dice. Things like Schema or even the updated Otherkind Dice can get... messy. And while I love Force Blade Punks trifecta of 'I get what I want', 'I don't get hurt' and 'I don't feel ashamed', it isn't universally applicable.


If I were to make a suggestion, I would recommend changing 'Efficiency' to 'Cost'. Maybe add a page or two of advice about rolling an extra die and discarding the highest/lowest when running with an advantage/disadvantage. A karma mechanic for failures. The usual kind of TTRPG tricks that get written off as common knowledge.

Thank you for your kind words and feedback! People suggested me a couple of times to exchange efficiency for cost, but I always refrained from it because it would be the only constraint where a high value is a bad thing. It could be confusing to some players. But it's definitely something I still consider to this day.