Hi. Enjoyed my first couple of playthroughs. Couple af question: Does Cosmos Interfaces have to activate each use? and how do I figure if say a Sonic Boom Box is a melee or a ranged weapon?
Great question! CosmOS interfaces are activated with Knowledge each time you use them. They're neither melee nor ranged so you don't make a Strength or Presence check at all; the Knowledge roll determines if you hit or not. This makes the Scientist more effective in combat using a CosmOS interface, for example.
I just read the rules and have strong feeling that Occupants should give Enemy on [1] isn't it? Otherwise I don't understand when are enemies occur actually? Game looks great but this question is bothering me, maybe I missed something, thanks!
Hey there! You are correct that the chart is wrong; enemies are on a 4-6, actually! There's a post below a bit where someone noticed the same thing, and I gave some corrections. The Lone Adventurer YouTube channel also noticed that there is a slight error on the door table where we have the "1" result for both dead ends and "1-2" for one door.
My layout guy is going to correct all of these for the next version. It might not look like it, but this thing went through a lot of revisions, despite looking like Baby's First RPG Development Project.
Oh, I've missed that it's actually answered, thank you. And last little question - is it ok to play not solo but let's say as 2-3 people at once? Should I tweak something for that like I don't know - generate 2 enemies or something))
You can totally play with multiple people! I would up the chance to have multiple enemies for sure. The rules already allow for increasing the number of bad guys as you get deeper into the armory...d2 after the 2nd special room and d3 after the 3rd. You could start at d2 for 2 players and go up to d3 and d4 as you complete rooms. You might want to add a minion enemy to the special rooms as well.
I'm super curious as to how this would go, so please reach out with a play report if you manage it! Thanks!
sure, i'll share the map and maybe some notes once i get a chance for some decent session; actually i prepare googlesheets template with square cells and notes, to play solo or with a friend, will draw a map right there, lol;
but another question appeared: the rules go: "move to the closest room on the map with a door; consider that door locked behind you" does it mean i can't return to the previous room or does it mean i kinda lock the door immediately behind me once fled to some room? thanks!
The intent of the flight rule is that you run to an available room that has an intact door that you can lock behind you, so the enemy can't get you. Whether this door was previously explored or not doesn't matter. So it might be a room you already cleared or you might be risking a new encounter.
Another question:If you flee from an encounter, and there is no unlocked door, where do I flee to? or do I have to unlock that specific door on my way out? thx
That would be quite a predicament! You could go one of two ways. First, the door to the outside is probably unlocked; you might have to take your chances with the skraelings outside :O
Second, I suppose you could justify crashing through the locked door using Strength (you wouldn't have time to use lockpicks), taking damage as usual for the attempt.
The great thing about solo RPGs is that you can make up your own rules if I, the creator, fail you!
Hey there, just started playing my first game and I enjoying it so far! Brutal game though :)
I've a couple of observations.
1. On the occupants table at the top of p.7, there are two options for strangers (on a roll of 1 and a roll of 4-6). My suspicion is that a roll of 4-6 is intended to trigger an encounter with an enemy, rather than a stranger.
2. Should the starting location be randomised on a roll of D4? I ask because I assumed that you would always start at location 1, but then location 2 says 'if this was your starting location' so I guess you could start there as well?
3. In the scavenging section, it says 'Unoccupied rooms may be scavenged without making a test.' What test is necessary if a room is occupied?
1. You are correct and I don't know how I missed that! Thank you! I'll see about correcting that. 2. Yes, the starting location should be determined with a d4. Somehow the (d4) got eaten by the layout
3. You can't scavenge an occupied room; you get rewards by interacting with the occupants. In retrospect I can see how that might be confusing.
Thank you very much for taking a crack at the armory!
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Hi. Enjoyed my first couple of playthroughs. Couple af question: Does Cosmos Interfaces have to activate each use? and how do I figure if say a Sonic Boom Box is a melee or a ranged weapon?
Great question! CosmOS interfaces are activated with Knowledge each time you use them. They're neither melee nor ranged so you don't make a Strength or Presence check at all; the Knowledge roll determines if you hit or not. This makes the Scientist more effective in combat using a CosmOS interface, for example.
I just read the rules and have strong feeling that Occupants should give Enemy on [1] isn't it? Otherwise I don't understand when are enemies occur actually? Game looks great but this question is bothering me, maybe I missed something, thanks!
Hey there! You are correct that the chart is wrong; enemies are on a 4-6, actually! There's a post below a bit where someone noticed the same thing, and I gave some corrections. The Lone Adventurer YouTube channel also noticed that there is a slight error on the door table where we have the "1" result for both dead ends and "1-2" for one door.
My layout guy is going to correct all of these for the next version. It might not look like it, but this thing went through a lot of revisions, despite looking like Baby's First RPG Development Project.
Oh, I've missed that it's actually answered, thank you. And last little question - is it ok to play not solo but let's say as 2-3 people at once? Should I tweak something for that like I don't know - generate 2 enemies or something))
You can totally play with multiple people! I would up the chance to have multiple enemies for sure. The rules already allow for increasing the number of bad guys as you get deeper into the armory...d2 after the 2nd special room and d3 after the 3rd. You could start at d2 for 2 players and go up to d3 and d4 as you complete rooms. You might want to add a minion enemy to the special rooms as well.
I'm super curious as to how this would go, so please reach out with a play report if you manage it! Thanks!
sure, i'll share the map and maybe some notes once i get a chance for some decent session; actually i prepare googlesheets template with square cells and notes, to play solo or with a friend, will draw a map right there, lol;
but another question appeared: the rules go: "move to the closest room on the map with a door; consider that door locked behind you" does it mean i can't return to the previous room or does it mean i kinda lock the door immediately behind me once fled to some room? thanks!
The intent of the flight rule is that you run to an available room that has an intact door that you can lock behind you, so the enemy can't get you. Whether this door was previously explored or not doesn't matter. So it might be a room you already cleared or you might be risking a new encounter.
I mentioned The Lone Adventurer's playthrough on YouTube in the last Devlog. Here's part 2!
(spoiler: he does way better)Hey, in case anyone wants to read up on the Wasteland Degenerates universe (and main game, crowdfunding on June 12th), check out this Q&A that I was pleased to be a part of:
https://gmshoe.wordpress.com/2024/06/05/qa-scott-mcdonald-wasteland-degenerates/
Another question:If you flee from an encounter, and there is no unlocked door, where do I flee to? or do I have to unlock that specific door on my way out? thx
That would be quite a predicament! You could go one of two ways. First, the door to the outside is probably unlocked; you might have to take your chances with the skraelings outside :O
Second, I suppose you could justify crashing through the locked door using Strength (you wouldn't have time to use lockpicks), taking damage as usual for the attempt.
The great thing about solo RPGs is that you can make up your own rules if I, the creator, fail you!
Hi! Really dig your game! Is there any Character Sheet you can download? thx
Not per se, though you could use the official Wasteland Degenerates character sheet. I'll post it up as an extra download.
oh wow thank you!
Hey there, just started playing my first game and I enjoying it so far! Brutal game though :)
I've a couple of observations.
1. On the occupants table at the top of p.7, there are two options for strangers (on a roll of 1 and a roll of 4-6). My suspicion is that a roll of 4-6 is intended to trigger an encounter with an enemy, rather than a stranger.
2. Should the starting location be randomised on a roll of D4? I ask because I assumed that you would always start at location 1, but then location 2 says 'if this was your starting location' so I guess you could start there as well?
3. In the scavenging section, it says 'Unoccupied rooms may be scavenged without making a test.' What test is necessary if a room is occupied?
1. You are correct and I don't know how I missed that! Thank you! I'll see about correcting that.
2. Yes, the starting location should be determined with a d4. Somehow the (d4) got eaten by the layout
3. You can't scavenge an occupied room; you get rewards by interacting with the occupants. In retrospect I can see how that might be confusing.
Thank you very much for taking a crack at the armory!
You're welcome - thanks for responding to my queries!