[22-Dec-20 07:38 PM] Oleander#2697
Hello! I’m Peter Schaefer. I’ve been in the RPG industry, such as it is, for fifteen years and change, freelancing for White Wolf, Onyx Path, Green Ronin, and others, and spending almost three years as a developer for Wizards of the Coast on D&D.
[22-Dec-20 07:39 PM] Oleander#2697
Now I’m publishing my own game, The Well, with an original setting and system. It’s a game about visiting ancient crypts, fighting the undead, finding lost treasures, and collecting wounds.
[22-Dec-20 07:40 PM] Oleander#2697
I’m very proud of the art in this game, so here’s the cover:
{Attachments}
https://cdn.discordapp.com/attachments/780948065367490590/791117907597066270/thewell.cover.png
[22-Dec-20 07:40 PM] Oleander#2697
That’s art by Chris Walton, with the logo done by Chris Marshall.
[22-Dec-20 07:41 PM] Oleander#2697
The game is lightweight in mechanics with a lot of player authority (though “a lot” depends on the types of games you’re accustomed to), and it’s designed for fast on-boarding.
[22-Dec-20 07:41 PM] Oleander#2697
It’s currently in the last few days of its Kickstarter, so it’s not too late to sign on for the .pdf or the printed book:
[22-Dec-20 07:41 PM] Oleander#2697
https://www.kickstarter.com/projects/shoelesspetegames/the-well-roleplaying-game
{Embed}
https://www.kickstarter.com/projects/shoelesspetegames/the-well-roleplaying-game
The Well Roleplaying Game
A fun, lightweight tabletop roleplaying game of exploring dungeons, finding treasures, and collecting grievous wounds.
https://ksr-ugc.imgix.net/assets/030/850/012/366bb600e01dba4b602372fa47867a83_original.jpg?ixlib=rb-2.1.0&crop=faces&w=1552&h=873&fit=crop&v=1601684267&auto=format&frame=1&q=92&s=84b754055e75e92bbb7bd707f1d83577
[22-Dec-20 07:42 PM] Oleander#2697
You can see a lot about the game there, including how everyone lives underground, the abandoned crypts are above the underground city, and the weird monsters like bonebats.
[22-Dec-20 07:42 PM] Oleander#2697
I’m open to questions.
[22-Dec-20 07:42 PM] saintnexan#6715
Thanks, @Oleander! The floor is open to questions!
[22-Dec-20 07:43 PM] saintnexan#6715
So this is sort of like a reverse dungeon setup?
[22-Dec-20 07:45 PM] Oleander#2697
That’s right. The adventurers, called gravediggers because they’re revisiting ancient tombs, go upward to explore instead of downward. They climb along the eponymous Well, a 100 meter-diameter shaft that goes straight down through the earth with a stairway winding up along the inner wall.
All the crypts they visit used to be inhabited, but the people of the underground city Bastion eventually moved deeper. Either they moved to be closer to resources they were mining out, they moved because their tunnels were filling up with tombs, or because the undead above them were pressing too close.
[22-Dec-20 07:45 PM] Oleander#2697
END
[22-Dec-20 07:47 PM] saintnexan#6715
I see… So civilization is deep underground, and then there are undead-haunted tombs on the way to the surface?
[22-Dec-20 07:47 PM] Oleander#2697
Right, though people have lived underground so long they’ve forgotten the existence of a surface.
[22-Dec-20 07:47 PM] Oleander#2697
If it ever existed in the first place.
[22-Dec-20 07:48 PM] Oleander#2697
They just remember fleeing downward, which is familiar to them. They fled some great unnamed evil, which most people assume to have something to do with the undead.
[22-Dec-20 07:48 PM] Oleander#2697
END
[22-Dec-20 07:48 PM] saintnexan#6715
So do the adventurers even explore the surface, or just the higher levels of the Well?
[22-Dec-20 07:49 PM] Oleander#2697
Just higher levels of the Well. Even with those described in the game book (which isn’t all of them), it covers more than half a millennium of history.
[22-Dec-20 07:49 PM] Oleander#2697
END
[22-Dec-20 07:51 PM] saintnexan#6715
Is the tech level medieval?
[22-Dec-20 07:52 PM] Oleander#2697
Yes, I wanted to capture the old-school feel of creeping through dungeons with swords and armor.
[22-Dec-20 07:52 PM] saintnexan#6715
Are the PCs all human?
[22-Dec-20 07:53 PM] Oleander#2697
Yup, it’s an all-human society. You could easily imagine it as a surviving community from some great cataclysm on our world, or a world similar to our own.
[22-Dec-20 07:54 PM] saintnexan#6715
Does magic exist in this setting, and if so, in what form(s)?
[22-Dec-20 07:55 PM] Oleander#2697
The magical element is one of the more unusual, at least from a traditional dungeon-crawler perspective. The Painter’s Guild makes a magical paint, which trained painters can use to perform rune magic. Paint the complex run into a smear of the paint, and it activates in the way that you want… if you got the pattern right.
[22-Dec-20 07:56 PM] Oleander#2697
You can use the paint to create light, which is important for the civilization’s underground survival, or to create great heat, create a concealing fog, or a handful of other things. One treasure you could find while exploring upwell is lost runes that give you additional magic.
[22-Dec-20 07:56 PM] Oleander#2697
END
[22-Dec-20 07:56 PM] saintnexan#6715
So is all magic based upon painting?
[22-Dec-20 07:57 PM] Oleander#2697
Almost entirely. There’s some evidence in the game that the undead are powered by the same or related magic, and there are some one-use magic items that seem like they may be similar. These are ampules, fluids encased in small sealed glass lumps, which have an effect when broken.
[22-Dec-20 07:58 PM] Oleander#2697
Usually you want to break them on or near enemies.
[22-Dec-20 07:58 PM] saintnexan#6715
Are the undead the only monsters?
[22-Dec-20 07:58 PM] Oleander#2697
Aren’t humans the truest monsters?
[22-Dec-20 07:59 PM] Oleander#2697
Or were the true monsters the friends we made along the way?
[22-Dec-20 08:00 PM] Oleander#2697
But yes, all the official antagonists are undead, with the exception of the rune golems. These are golems created by rune magic, still standing guard centuries after their creators have died. They usually are just threats, but they could be puzzles, as well as sources of potential clues about lost runes.
[22-Dec-20 08:00 PM] saintnexan#6715
How many kinds of undead are there?
[22-Dec-20 08:01 PM] Oleander#2697
There are… maybe 11 or 12 different undead enemy entries?
[22-Dec-20 08:01 PM] Oleander#2697
Simple dead are plain zombies, revenants are smart undead, and gloomwrights are mysterious skeletons with dangerous magic.
[22-Dec-20 08:02 PM] Oleander#2697
There are a bunch of undead beasts, like tombhounds and corpse serpents and crypt spiders.
[22-Dec-20 08:02 PM] Oleander#2697
Tangles and toothswarms and ash ghosts are just… other things.
[22-Dec-20 08:03 PM] Oleander#2697
In the game, they’re largely divided by beasts, humanoid, and other.
[22-Dec-20 08:03 PM] Oleander#2697
END
[22-Dec-20 08:03 PM] saintnexan#6715
Is this a class-based system?
[22-Dec-20 08:04 PM] Oleander#2697
No, the character creation is light and very fast. You pick one skill, a background, and your equipment. More than anything, your equipment determines how you play.
[22-Dec-20 08:04 PM] Oleander#2697
Let me find an image of the character sheet.
[22-Dec-20 08:04 PM] saintnexan#6715
Yes, please!
[22-Dec-20 08:05 PM] Oleander#2697
Okay, this has been updated a little bit since this version, but it’s close:
[22-Dec-20 08:05 PM] Oleander#2697
That’s a quickplay sheet that lets you check off your choices and leap into play quickly.
[22-Dec-20 08:06 PM] Oleander#2697
When you’re playing a longer game and have more time, you can transfer all that information into a character sheet with more space for additional notes and such.
[22-Dec-20 08:06 PM] Oleander#2697
END
[22-Dec-20 08:07 PM] saintnexan#6715
Can you describe task resolution?
[22-Dec-20 08:08 PM] Oleander#2697
Simple at the heart of it: Roll a d6 and try to equal or exceed the difficulty. If you don’t, you make progress and decrease the difficulty by half your result.
[22-Dec-20 08:08 PM] Oleander#2697
But that’s just the heart of it. Rolling a 6 lets you add another roll to the result or take a separate, additional action.
[22-Dec-20 08:09 PM] Oleander#2697
And you can play gambits: name something you’re going to risk, and you add 1, 2, or 3 dice to your roll based on just how bad the complication. If any of your dice shows a 1, the bad thing happens.
[22-Dec-20 08:09 PM] Oleander#2697
This is useful because while the most common difficulty is 5, it can go higher, sometimes to 10 or 15. Hard to get on a d6 without luck or some hefty risks.
[22-Dec-20 08:10 PM] Oleander#2697
END
[22-Dec-20 08:10 PM] Oleander#2697
Time for some chocolate!
[22-Dec-20 08:10 PM] saintnexan#6715
Certainly. 🙂
[22-Dec-20 08:11 PM] Oleander#2697
But I have the chocolate right here, so I don’t need to stop taking questions.
[22-Dec-20 08:11 PM] saintnexan#6715
Ah! Okay. 🙂
[22-Dec-20 08:11 PM] Oleander#2697
I came prepared!
[22-Dec-20 08:11 PM] saintnexan#6715
Good man!
[22-Dec-20 08:12 PM] saintnexan#6715
What sorts of people are the PCs?
[22-Dec-20 08:13 PM] Oleander#2697
Gravediggers are people who choose, for whatever reason, to go up the Well and fight monsters. Maybe they just want the treasure, maybe they want to learn some secret truths.
[22-Dec-20 08:13 PM] Oleander#2697
I had one player’s character decide to go up because they were convinced the undead threat was all a conspiratorial hoax to keep the Elder Council in power. (Hint: She was wrong.)
[22-Dec-20 08:14 PM] Oleander#2697
Often, they’re people in dire straits. Characters automatically start off with 0 asset points. Asset points are an abstraction of wealth, and while being at 0 doesn’t mean you’re without any coin at all, you certainly don’t have enough to last long.
[22-Dec-20 08:14 PM] Oleander#2697
One character went up because his courier business was failing and he needed an influx of capital. That sort of thing.
[22-Dec-20 08:14 PM] Oleander#2697
END
[22-Dec-20 08:15 PM] saintnexan#6715
I’m guessing that there’s no alignment system?
[22-Dec-20 08:15 PM] Oleander#2697
That’s correct! You get a prize!
[22-Dec-20 08:16 PM] saintnexan#6715
Huzzah!
[22-Dec-20 08:16 PM] Oleander#2697
Prize may not actually exist.
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[22-Dec-20 08:18 PM] saintnexan#6715
How does task resolution relate to attributes and skills?
[22-Dec-20 08:19 PM] Oleander#2697
If you’re good at the thing you’re trying to do—i.e., if you have a skill related to it—add a +1 to your result. Otherwise, stick with your straight d6.
[22-Dec-20 08:19 PM] Oleander#2697
I wanted to make sure that not having a skill didn’t stop players from trying things anyway, so the skill bonus is pretty small.
[22-Dec-20 08:20 PM] saintnexan#6715
nods
[22-Dec-20 08:20 PM] saintnexan#6715
I take it that it’s impossible to be better with a skill than somebody else is?
[22-Dec-20 08:21 PM] Oleander#2697
It’s unlikely, but let me check. I think I had an optional rule in there somewhere.
[22-Dec-20 08:22 PM] Oleander#2697
Okay, you can spend downtime training, which can let you increase a skill bonus from +1 to +2. But it’s temporary unless you use an optional rule for permanent advancement.
[22-Dec-20 08:22 PM] Oleander#2697
It represents being that crazy-focused person who spends all their free time practicing their lockpicking or reading maps or something.
[22-Dec-20 08:23 PM] saintnexan#6715
How does combat work?
[22-Dec-20 08:23 PM] Oleander#2697
Other downtime options include lowering your stress, recovering from wounds, working a day job, or other long-term projects.
[22-Dec-20 08:23 PM] saintnexan#6715
(brb)
[22-Dec-20 08:24 PM] Oleander#2697
Combat uses the standard task resolution. Most combat checks are either maneuvers or murder. Murder is trying to kill/destroy your opponent whatever way works. Maneuvers are anything else violent, whether it’s knocking someone down for advantage, disarming them, dealing a specific wound (like crippling a leg), etc.
[22-Dec-20 08:25 PM] Oleander#2697
Attacks that incapacitate someone, like killing them or KOing them, have a difficulty equal to the target’s resilience, typically 10 for a human-sized target.
[22-Dec-20 08:25 PM] Oleander#2697
Maneuvers typically are difficulty 5 instead.
[22-Dec-20 08:25 PM] Oleander#2697
This is specifically to encourage players to use maneuvers.
[22-Dec-20 08:27 PM] saintnexan#6715
(back)
[22-Dec-20 08:27 PM] Oleander#2697
Combat begins with whoever declares the first action, and when your turn ends, you choose who goes next based on your roll. If you rolled even, you can choose an ally. If you rolled odd or didn’t roll, you must choose an enemy.
[22-Dec-20 08:28 PM] Oleander#2697
When your turn starts, you put 2 action dice in your action pool. Each of these is a separate action. You can take two action, using both, or save both for defense, or use one and save one (the most common choice).
[22-Dec-20 08:29 PM] Oleander#2697
Using up your action dice or running out while defending yourself is the primary economy of combat. Players often choose who goes next based on a combination of who hasn’t gone in a while and who has no dice left.
[22-Dec-20 08:29 PM] Oleander#2697
You can also use your dice to defend your allies, encouraging cooperation.
[22-Dec-20 08:29 PM] Oleander#2697
END
[22-Dec-20 08:29 PM] saintnexan#6715
What impact do weapons and armor have?
[22-Dec-20 08:30 PM] Oleander#2697
Weapons have various modifiers. Swords are +1 to maneuvers, making them better at disarms and disadvantaging people. Axes are +1 to murder, making them better at straight up dealing damage. Hammers and picks ignore 2 points of armor.
[22-Dec-20 08:31 PM] Oleander#2697
Armor lets you reduce incoming threats by 1, 2, or 3 points on every attack, as long as armor would help, but they also hinder your agility and stealth by 1, 2, or 3.
[22-Dec-20 08:31 PM] Oleander#2697
You can also “upgrade” your standard weapon into a two-handed version, adding an additional +1 to murder on there.
[22-Dec-20 08:32 PM] saintnexan#6715
Where is agility on the character sheet?
[22-Dec-20 08:32 PM] Oleander#2697
You can sometimes find permanent magical artifacts in the Well, and some of those are weapons enchanted with runes. These might emit heat, freeze things, or even disintegrate things that they touch.
[22-Dec-20 08:33 PM] Oleander#2697
It’s not a skill, but rather a general collection of things that require agility as determined by group consensus. Climbing a rope, doing backflips, that sort of thing.
[22-Dec-20 08:34 PM] saintnexan#6715
What sorts of stats do NPCs have? Do they have the full PC range of abilities?
[22-Dec-20 08:37 PM] Oleander#2697
There’s no need to stat out NPCs. I apply the bonuses for any weapons they’re using, if that’s relevant, and otherwise I give them a +1 bonus if they’re good at something. PCs are so simple there’s really no call to write stats for NPCs. Writing out their intentions and connections (if they’re not mindless undead abominations) is more interesting and useful.
[22-Dec-20 08:39 PM] saintnexan#6715
What happens if the NPCs initiate combat?
[22-Dec-20 08:41 PM] Oleander#2697
Then they go first and get bonuses from whatever weapons they’re using, just as the PCs would. If they really surprise the PCs, they might get a bonus from surprising them.
[22-Dec-20 08:43 PM] Oleander#2697
Meanwhile, here’s a profile picture for me:
{Attachments}
https://cdn.discordapp.com/attachments/780948065367490590/791133842374262844/self_with_pipe.jpg
[22-Dec-20 08:43 PM] Oleander#2697
Just relaxing, as you do.
[22-Dec-20 08:45 PM] Oleander#2697
One of the things I really like about the game is the players’ influence over what complications their characters take. They have control over the gambits they play, so they can decide what to risk, and it’s only when their stress gets too high that they might have a complication chosen by the moderator.
[22-Dec-20 08:53 PM] saintnexan#6715
Now, is murder damage all-or-nothing?
[22-Dec-20 08:53 PM] saintnexan#6715
By which I mean, does it auto-kill if successful?
[22-Dec-20 08:55 PM] Oleander#2697
It’s not quite all-or-nothing. If your murder check is high enough (after their defense and armor, if any), you kill the target. If your check isn’t high enough, you deal damage equal to half your roll, i.e., lowering the difficulty to kill them with future attacks.
[22-Dec-20 08:55 PM] Oleander#2697
For example…
[22-Dec-20 08:56 PM] Oleander#2697
If you’re attacking a simple dead (resilience 10) and get a final result of 7, you don’t kill it, but you deal 4 damage. Next time you or an ally attacks, the difficulty to kill it is 6.
[22-Dec-20 08:57 PM] Oleander#2697
{Attachments}
https://cdn.discordapp.com/attachments/780948065367490590/791137457194008606/PXL_20201223_025729996.jpg
[22-Dec-20 08:57 PM] saintnexan#6715
So attacks automatically hit, and it’s just a matter of whetehr they do damage?
[22-Dec-20 08:57 PM] Oleander#2697
Here’s my cat, who decided to join us.
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[22-Dec-20 08:58 PM] saintnexan#6715
Awww…. Cute kitty!
[22-Dec-20 08:58 PM] DarcRaven#8868
Kitty!
[22-Dec-20 08:58 PM] Oleander#2697
Yes, exactly. The game focuses on those attacks that do something, even if it’s a low roll.
[22-Dec-20 08:59 PM] Oleander#2697
This grew out of my dissatisfaction with D&D 4E‘s daily powers, which felt like you should save them for a really important moment but could usually miss and disappoint you like any other attack. That made them really disappointing.
[22-Dec-20 08:59 PM] Oleander#2697
I explored a space where you automatically did your roll in damage and developed the system from there.
[22-Dec-20 09:01 PM] saintnexan#6715
Hmm…
[22-Dec-20 09:01 PM] saintnexan#6715
So it’s impossible for something to be harder to hit?
[22-Dec-20 09:03 PM] Oleander#2697
Yes and no. An enemy that focuses on defense or on defending its companions could make enemies harder to hit by interfering with your attacks, which can manifest in the narrative as dodging, making you miss, pulling allies out of the way, etc.
[22-Dec-20 09:04 PM] Oleander#2697
But in general, the game lets enemies (or players) be harder to hurt rather than harder to explicitly hit. Armor can reduce all incoming attacks by a small but relevant number of points, which takes up the role that armor plays in games like D&D by moving it from impacting accuracy to impacting damage. Different but similar.
[22-Dec-20 09:05 PM] Oleander#2697
Shields grant a bonus to defensive actions, which also contribute to being harder to hit. But again, the game focuses on those moments when the players are connecting or near connecting with their targets. There are no whiffs of rolling a 5 on the d20, shrugging, and saying, “I guess my turn is over.”
[22-Dec-20 09:06 PM] Oleander#2697
Now, the idea that every attack is a hit feels like it might be boring. At first it was, which is why I introduced extra action dice and defensive actions. That’s what balances this game between attack and defense, rather than the attack rolls and damage rolls that D&D (for example) leans on.
[22-Dec-20 09:07 PM] saintnexan#6715
So… not that this is likely to come up, but how would you handle a trickshot from an experienced archer?
[22-Dec-20 09:09 PM] Oleander#2697
If it’s a maneuver, i.e., intended to do something other than outright kill (cripple a leg, shatter the Amulet of Ultimate Evil Magic, etc), I’d set it at difficulty 5 and let them roll. If they’re really worried about hitting the difficulty, they might play a gambit for +1 gambit die.
[22-Dec-20 09:11 PM] Oleander#2697
The Well makes a deliberate choice to be simple and lean heavily on equipment over character. In another game with more character stats (and I’ve tested this systems in other games), the character might have a +1 to the roll based on their archery skill, an exceptional bow for another +1, and possibly some other trait making it very hard for them to miss.
[22-Dec-20 09:13 PM] Oleander#2697
END
[22-Dec-20 09:15 PM] saintnexan#6715
@danhunsaker You around this evening?
[22-Dec-20 09:15 PM] saintnexan#6715
(It’s time for his favorite question.)
[22-Dec-20 09:15 PM] saintnexan#6715
Okay, he must be otherwise occupied, so I shall ask!
[22-Dec-20 09:16 PM] saintnexan#6715
What is your least favorite aspect of The Well?
[22-Dec-20 09:16 PM] Oleander#2697
Ooh, tasty.
[22-Dec-20 09:16 PM] saintnexan#6715
Right? 🙂
[22-Dec-20 09:17 PM] Oleander#2697
I think I’ve never been 100% satisfied with every corner of the way the game plays. There’s always some element that feels like it doesn’t work just the way I want it to, and I don’t have a solution for that.
[22-Dec-20 09:17 PM] Oleander#2697
For example, I always really wanted the die roll to equal the damage dealt (or other progress made), flat out.
[22-Dec-20 09:18 PM] Oleander#2697
The decision to make damage equal half of your result was a late one, based on the feeling that monsters were too easy otherwise.
[22-Dec-20 09:18 PM] Oleander#2697
I didn’t (and don’t) like putting a division operation into the base game mechanics, but it put an important gap between near-success and making your next attempt at success trivial.
[22-Dec-20 09:19 PM] Oleander#2697
I think it plays better as it stands now, but I continue to wish I could’ve found a smoother way to make that happen.
[22-Dec-20 09:19 PM] saintnexan#6715
Heh. True, re: damage.
[22-Dec-20 09:19 PM] Oleander#2697
No doubt some clever soul will suggest just the very thing I should’ve done as soon as the game’s been out in the world for more than five minutes. 😆
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[22-Dec-20 09:20 PM] danhunsaker#2553
(( Sorry, I’m here, but was reading through Twitter posts when my time came. ))
[22-Dec-20 09:20 PM] saintnexan#6715
(No worries!)
[22-Dec-20 09:20 PM] saintnexan#6715
@Oleander, in the time remaining, is there anything we haven’t covered that you’d like to bring up?
[22-Dec-20 09:21 PM] Oleander#2697
Hm. Not sure. I came in pretty ready to just respond. Let me see…
[22-Dec-20 09:21 PM] Oleander#2697
People often find the most visceral monsters to be the toothswarms, crypt spiders, or tangles…
[22-Dec-20 09:21 PM] Oleander#2697
{Attachments}
https://cdn.discordapp.com/attachments/780948065367490590/791143507124551700/TheWell_04_Toothswarm_Final.png
[22-Dec-20 09:22 PM] Oleander#2697
That’s just a swarm of teeth on little grey wings. Good luck hitting them with a sword.
[22-Dec-20 09:22 PM] Oleander#2697
{Attachments}
https://cdn.discordapp.com/attachments/780948065367490590/791143620878401556/TheWell_12_Tangle_Final.png
[22-Dec-20 09:22 PM] Oleander#2697
A mass of flesh with a mismatched set of bones, the tangle can squeeze through almost anywhere and grabs onto you before grinding you down with the loose bones in its structure.
[22-Dec-20 09:23 PM] Oleander#2697
I’m pretty happy with the way the game deals with wounds and mental trauma, and I had a sensitivity reader go over the document.
[22-Dec-20 09:23 PM] danhunsaker#2553
Always a good move.
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[22-Dec-20 09:24 PM] Oleander#2697
She definitely had an impact on the final doc.
[22-Dec-20 09:24 PM] Oleander#2697
Most wounds only come into play once a combat is over, when you take stock and realize that the arm wound was worse than you thought.
[22-Dec-20 09:24 PM] saintnexan#6715
Thanks very much for joining us this evening, @Oleander!
[22-Dec-20 09:24 PM] Oleander#2697
You’re welcome! That time passes pretty quick, doesn’t it?
[22-Dec-20 09:25 PM] saintnexan#6715
It really does.
[22-Dec-20 09:25 PM] saintnexan#6715
Usual reminder: If you’ve enjoyed this Q&A and would like to treat me to a coffee or two, you can do so at https://www.ko-fi.com/gmshoe. Anything’s appreciated! 🙂
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[22-Dec-20 09:25 PM] saintnexan#6715
Now, if you’ll give me a minute, I’ll get the log posted and link you!
[22-Dec-20 09:25 PM] Oleander#2697
Thanks! Just a reminder, the Kickstarter remains live for another couple days: https://www.kickstarter.com/projects/shoelesspetegames/the-well-roleplaying-game
{Embed}
https://www.kickstarter.com/projects/shoelesspetegames/the-well-roleplaying-game
The Well Roleplaying Game
A fun, lightweight tabletop roleplaying game of exploring dungeons, finding treasures, and collecting grievous wounds.
https://ksr-ugc.imgix.net/assets/030/850/012/366bb600e01dba4b602372fa47867a83_original.jpg?ixlib=rb-2.1.0&crop=faces&w=1552&h=873&fit=crop&v=1601684267&auto=format&frame=1&q=92&s=84b754055e75e92bbb7bd707f1d83577
Will the stretch goal scenarios be added to the physical book or will they be pdf?
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I’m afraid I don’t know, Joey. You’d have to contact the author.
Thanks for reading, though!
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