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Is this still in development?

(+3)

The short answer is maaaybeeee...? But the long answer is closer to probably not, unfortunately. I got onto other projects that took up a lot of my time, which pushed my expected release timeline for this project back until it got put onto a backburner. Then it was completely off the stove, because I had no way of knowing if anyone was playing the game or not, so I figured they weren't. 

I did have a significant amount of work put into the grimm bestiary, but didn't complete it or get to actually playtest whether or not the numbers i assigned were feasible. Without playtesting the numbers could be wildly overtuned, and being so far removed from it I'm worried I'll look at it again and find a big mess I'd need to untangle. Though if people are interested in it, I could just cover my eyes, put a bunch of "this hasn't been playtested" disclaimers on it and toss it into the documents! There were some cool things in there that I'd love for people to see. I just don't want people expecting things like "balance" and "fairness" or asking "why did one beowulf kill all my players," that sort of thing.

But beyond that, unless there's a huge upsurge in people asking for more I'm unlikely to make many tweaks to the core rules. Its certainly functional and playable in the current format! Most of what was left to do were things like lore and setting information, which I would have loved to flesh out, but there are plenty of wikis that have that covered. Really though, let me know if you would like to see more work on this! Like I said, sometimes throwing stuff out onto the internet feels like shouting into a void, and the amount of feedback is not at all indicative of how many people are actually enjoying the game.

It is hard, because I often forget to check the itch.io - for instance, I did not see this post lol. My group had been running a campaign in this system for almost 3 years now and we're not planning in stopping any time soon (were abt halfway thru the planned narrative) - so atleast know you have *one* group playing this game! We seriously love this system and even occasionally use it as a basis for oneshots, stripping the RWBYisms and replacing it with generic words if the setting isnt RWBY, and the system honestly works very well, even system agnostic. Ive introduced a few friends into the world of TTRPGs with it and it has worked well as a started as well (teaching people to think of things in a more narrative way, teaching people to be creative, teaching people that its about more than just healthbars rolling dice at eachother, etc.)

I love this game and would, of course, always be willing to see whatever you have, balanced or not! I can playtest your encounter tables too and let you know how that goes, but my instinctive feedback as someone whos been running it forever now id that balance is  veeery tricky in this system. Because there arent 'classes' ina  strict sense, and the individual players decide their own abilities and strengths and weakness through stats and semblance, enemy balance kind of needs to be hand tuned quite carefully with the players in mind. A set of creative abilities for Grimm would be handy even with that, though, as I often find myself struggling to thinn of more cool things for grimm to do other than bite, stomp, growl, and scratch.

No matter what choice you make, please know you made this group so extremely happy. You have helped us forge bonds we will never forget. For that I will always be appreciative!! Thank you so much.

I just started reading through it. But this system looks awesome and seems like it will be a lot of fun to try at some point!

This system is brilliant! Thank you very much for your work, and I look forward to future updates! ♥