lumpley, So I'm making this phantasmagoric fantasy game with my 17-yo design partner Tovey. Working title: The Demon Tree.
One of the design specs, straight from Tovey's vision for play, is that it has to feature exciting, dynamic, fast, tactical, multi-round and multi-participant fight sequences. Fights can't be over in a single roll or two, like in Apocalypse World, and they can't be a static slog of attrition, like in (some) D&D.
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