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Gustavo Coelho

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A member registered Sep 25, 2016 · View creator page →

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Thank you for your support and interest! I haven’t been able to work on a physical version yet, but it’s definitely something I plan to do in the future ;-)

Hi!

There’s no need for a random table to roll for the time of day. The game follows a structured system where each in-game day is split into six scenes: two in the morning, three in the afternoon, and one at night. A six-sided die is used to track how many scenes have passed during the day.

You can find the complete rule on page 18, under In-Game Day.

I hope this clears things up. Thank you for your support, and feel free to reach out with any other questions ;-)

Tem sim. Me manda um e-mail. Você vai encontrar o endereço no meu perfil do linktr.ee: qualquercola

Thanks for sharing!

I'm really glad to hear that you're enjoying Caves & Catacombs, and rest assured I'll do my best to bring new content to the game in the future.

As for print copies, unfortunately, I haven't had the chance to work on that yet, but some people have managed to print the PDFs without any hassle.

Thank you so much for your support and kind words!

Hi!

You can also find my games on DriveThruRPG. If you're still having trouble, feel free to reach out to me by email. You can find the address on my linktr.ee profile: qualquercola.

Thank you for your interest ;-)

Unfortunately not. itch.io does not support multiple currencies.

Thank you for your support!

Hi! There’s actually a section dedicated to cooperative gameplay. So to answer your question: I think it should work for a 2-player GM-less experience ;-)

Opa! Me manda um e-mail. O endereço você encontra no meu perfil do linktr.ee: qualquercola.

I'm glad to hear you're liking the game. Thank you for the kind words and feedback!

Let me try to clarify:

Spellcaster enemies prioritize using their magical abilities first; once they've run out of spells, they switch to standard attacks. When an enemy has multiple spells, you can either pick a spell for them to cast or randomize the choice. Although the game offers the option to test whether enemies successfully cast their spells using the same mechanic as PCs, this is optional. Skipping the roll simplifies gameplay but may make encounters harder, as enemies will always succeed in casting their spells in this case.

Regarding attacks at a distance, there is no distinction between ranged and close combat, as there is no character positioning. Therefore, if your character has a dagger, nothing prevents them from throwing it at an enemy. However, you might consider the following rule: enemies hit by ranged weapons/attacks must close the distance to their attacker before counterattacking, whereas enemies hit by melee weapons/attacks can counterattack immediately. If you're looking for a way to manage distance for ranged attacks, you can find an alternative here: https://rpggeek.com/thread/3322501/questions-about-ranged-attacks-defense-healing-etc

Thank you for your support!

I'm really glad you're enjoying the game! There are no plans to update the core rulebook and supplements anytime soon, so feel free to print them out. Thanks so much for your support!

Yes. They are all updated now ;-)

The supplements are already bundled with the Core Rulebook. They are available separately for those looking to adapt them to other systems, but you'll find everything, including the remastered Encounters supplement alongside the Core Rulebook and other files in your purchase. Thanks for reaching out!!

You’re not a pain at all! Questions like these help make the game better for everyone ;-)

Regarding the repeated range in the Scene Event table, I noticed that issue earlier today and have reuploaded the corrected file. Please download it again, and it should be fixed now.

As for the “End Scene” move, Eldritch Town was originally written for the first edition of Little Town. While it was also revised, a reference to the “End Scene” move was mistakenly left behind, but this has already been addressed. I appreciate you bringing it up!

Regarding the Time Limit rules: before the remastered edition, the Time Limit could increase or decrease at the end of each Scene. However, this could lead to very short games if things didn’t go too well for the Investigator.

The switch to the “Daily Review”  move addressed that, but it doesn’t necessarily make the game easier. It does change the pacing, as there’s no longer a risk of failing the investigation after just four scenes.

I’m really glad to hear you’re enjoying the game!

Thank you for your feedback, and feel free to reach out anytime ;-)

Hi! It was a minor update to fix the Scene Event table.

Thank you so much for your kind words! I’m really glad to hear that the game is resonating with you :-)

To answer your questions:

By default, the Time Limit has a minimum of 6, meaning there are no Random Events at Default difficulty. However, the Time Limit can go lower at Easy difficulty. That said, you were absolutely right about there being a typo in the Scene Event table. I’ve fixed it and adjusted the table so that Random Events can occur at Default difficulty.

The updated PDF is already available for download.

Regarding moves in PbtA: unless otherwise stated (like with the Investigate move, which can happen only once per scene), there are no limitations on how many moves you can play in a scene. You can make as many as the narrative allows.

Thank you for your feedback, and I hope you continue enjoying the game ;-)

Hi!

Glad to hear you’re enjoying the game. Let me try to clarify these points:

  • Class Defense Modifiers: The defense bonus for Thieves is permanent and counts even if their armor is destroyed. So, even without armor, a Thief still benefits from the defense bonus as a baseline.

I hope this helps, and let me know if you have any other questions or need further clarification.

Thank you for your support!

I'm currently working on a complete rewrite of the Encounters supplement, which will feature some Magical Equipment, though the PCs won't be able to buy them directly. That said, I like the idea of a supplement dedicated to special items, and it's definitely something I can consider developing in the future. Appreciate the suggestion, and thanks for your feedback!

Hello!

The Encounters supplement is being completely rewritten, which will have some impact on the Into the Wild supplement as well. So for now, I recommend printing just the core rulebook.

Thanks for reaching out!

Hi,

I'm glad to hear you're enjoying the game. The issue with the downloads might have been a temporary glitch on itch.io. You can try downloading them again from the bundle or directly from their individual pages. Both supplements are available for free there. If you continue to have any trouble, feel free to reach out, and I'll do my best to assist you.

Thank you for your support!

Hello!

I'm glad to hear you're finding it easy to understand and learn as you go. Regarding your question: If your only character dies, you can create a new one to continue exploring the same dungeon. This new character could be, for instance, a relative of the first one, seeking revenge. Alternatively, you can start an entirely new quest.

If you want to continue exploring the same dungeon, whenever you enter a mapped segment (room or corridor), roll 1d6: on a 1 or 2, roll an encounter. After reaching the room where your first character died, the dungeon generation will follow the standard procedure.

I hope this clears things up ;-)

Thank you for your support!

Complementing the answer found on DTRPG: a ranged attack does not count as an action taken before combat. Instead, it starts the encounter.

As for whether enemies are alert or not in the wild, you can refer to the Yes/No Oracle: if they are not alert, you can try to sneak past them using the distance modifiers on the Skill Test

Thank you for your feedback!

Thank you for your feedback! In combat, not all PCs are required to take an action each round. As for treasure drops, I’m including some options for some of the enemies in the Encounters supplement, though it's mostly focused on humanoids.

The actual play transcription from the first edition is no longer available as it was based on the initial playtests. However, you can find an interesting actual play on the PopCult Reviews blog linked above. I hope this helps, and thank you for your support and feedback!

Opa! Você encontra a primeira edição no meu antigo blog: https://bit.ly/candccg

When poisoned, a character loses 1 Vitality for every action performed until healed. This includes attacking, spell casting, and any other action, whether it consumes a combat turn or not.

Glad to know you're liking the game! To answer your question, you and your wife can each create one or more characters and take turns with dungeon generation rolls. This way, you'll both have a hand in shaping the adventure while also taking part in it.

Hi!

I'm really glad to hear you're enjoying the game!

Regarding your question, the segment size in squares is just a reference, and you don't need to follow it strictly. In cases where the segment size seems insufficient to accommodate a certain shape, you can ignore one (or both) of these rolls to generate the dungeon in the way you find most interesting ;-)

Thank you for your support!

Hi there!

Yes, the tables are basically the same as the ones found in C&C, with only a few minor differences. Since you already have C&C, you can safely skip the Dungeon Generator. :-)

Thank you for your support and kind words!

Thank you for your support ;-)

You're right! Text fixed. Thank you for the feedback ;-)

The current version is the Remastered Edition, and I’m working on a new edition for the Encounters supplement.

I had some trouble with PayPal, so I disabled it. You can also find the game on DriveThruRPG, but don’t hesitate to contact me through my email, which you can find on my linktr.ee profile.

Thank you so much for your kind words and support! I'll definitely look into developing more content for Eldritch and Eerie Town in the future ;-)

Sorry to hear that. You can also find the game on DriveThruRPG. Feel free to contact me if you encounter any problems there too. My email address can be found on my Linktree: https://linktr.ee/qualquercola

I'll take a look into that ;-)

I would love to see a printed version, but living in Brazil makes organizing it a bit complicated. Even print-on-demand is challenging due to the prohibitive cost of receiving print tests, which includes shipping and exchange rates. However, I haven't ruled out this possibility.

Opa! Me manda um e-mail. O endereço você encontra no meu Linktree (http://linktr.ee/qualquercola) ;-)