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4/1 One-Shot Playtest - Join me and be part of the first ever playtest for my custom system: Impulse Control!

I call it a Narrative Looter Crawler. It's intended to be "rules light" and narratively engaging with just enough crunch to satisfy your min-maxing impulses. It's a crawler, sometimes honeycombed, sometimes pointillist, sometimes rectilinear. It loves all shapes and sizes of exploration, including projections onto connected digraphs. It plays out in the theater of the mind with sometimes helpful markers on index cards. The mechanics revolve around currency management and trade-offs to manipulate your chance of success on every action. Also, poker chips! Above all, its about the LOOT and the people who love to collect it, name it, hoard it, customize it, use it, and mourn its sacrifice to Entropy the Inevitable.

This is a test of the core system mechanics that will be published in the SRD. Content used in the session may or may not represent future content plans. We may even improv all content at the table, as low-prep improv facilitation is an explicit goal on the GM side of the system. Major inspirations include: Crown & Skull, Orbital Blues, Numenara (Cypher System), Fate, Forged in the Dark, and Mork Borg. Despite the narrative focus, I intend for the mechanics to pull no punches. Character creation is fast and loot is abundant, so PC death should not be terribly limiting during play. The specter of death is always looming and you should count on your allies for assistance. There is an explicit pacifist way to play, if you can manage it, but violence and environment are also options.

Above all, the rule of fun and rulings over rules applies. You'll be helping me out immensely by joining and giving me feedback both during and after play. If this system has any legs, there might be a bonus in it for you one day!

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