This is such a cute little system! I like the vibe of small town gods. I sat down and made a god, and I hope to give it a try with an oracle. I know it was made for the one-page RPG jam - and I wanted to note that I think you did a great job keeping it simple instead of trying to fill every part of a page with text. I think the options you have for Quest-Giving are really cute and niche,
That said, I'm excited to see you're interested in creating more content around it in the future. I think as someone looking at it from a "maybe bring this to my friends' table as a one-shot session" concept, I wish there was a little more structure built in from the GM perspective on the vibe of the town, the adventures, the NPCs. I feel like there's a lot of room for you to make this content, and it'd build nicely for folks who are looking for those supplements. (What I'm suggesting, vaguely, is I think you could turn this into a slightly larger system book, and it'd still feel just as cozy!)
I definitely already have some ideas about how I could build out the little town myself, but I always appreciate some built-in flavor for games that have such a vibe already. I love the note you added in V2 about how the setting is really flexible. I think there are ways to create content that offers more structured options without compromising on how flexible the premise is. If I were going to play this with some friends I might create some little playbooks for them - like, here are some types of gods you could use, little pre-builds to modify and build on. I guess as you think about making more content, my questions are, who are you making that content for (players? gm? your own guidelines for how it could be generated for solo play?), and also how can you keep it flexible - if you do in fact want to keep it flexible!
Mechanically, my favorite part of this system is the rules for failure and mistakes. I love the idea that the gods are trying their best, and they rely on the freely offered gifts of the community to survive, but also that they will in fact make mistakes. I think I would probably enjoy leaning into the clumsy/failure aspect of being a not-so-good local god, and so knowing that the rules have options to fail forward and seeing those heal options feel like a really nice way where I could in fact lean into that without breaking the game. Maybe I just love an underdog!!
I think this is really sweet, and I think you've done great work! I can also see it being a really fun thing to use as a system for like... taking a break from a regular larger-system TTRPG and doing a bottleneck episode where the characters take on the mechanics of these small-town gods as they visit a city unfamiliar with their larger-system classes/roles/etc. (I'm a big fan of the "mid-campaign, switch-mechanics-for-a-session" concept.)
Anyway... Thank you for indulging my super long comment! Looking forward to playing around with this more.
PS: I also really appreciate the less-ink-intensive versions you provided of both the foldable game rules and the character sheet!!
Thank you so much! This comment really made my day. Apologies for taking so long to reply. It’s been a busy month.
As for your question about who I’d make more content for, I plan to make more content for everyone, players/GMs/solo gamers, including a slightly larger system/GM guide book. Especially because, as you pointed out, the game, as it is, is lacking in tools for GMs. The plan is to fill the book with play examples, GM aids (including combat rules), more quest tables, some optional rules (including solo rules), and enemy monsters/gods.
Overall, I definitely want to keep it flexible. I personally love the idea of people being able to play as gods in whatever setting they want. I hope to foster that with more neutral or themed tables and one-shot adventures in the future.
I also love the concept of switching up mechanics for a session. I haven’t gotten around to doing that with one of my games yet, but I can definitely see Small Town Gods as being a really fun game for that.
If you’ve gotten to try it out, I’d love to hear how it went!
Once again, thanks so much for the comment! I really appreciated all of the kind words and feedback!
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This is such a cute little system! I like the vibe of small town gods. I sat down and made a god, and I hope to give it a try with an oracle. I know it was made for the one-page RPG jam - and I wanted to note that I think you did a great job keeping it simple instead of trying to fill every part of a page with text. I think the options you have for Quest-Giving are really cute and niche,
That said, I'm excited to see you're interested in creating more content around it in the future. I think as someone looking at it from a "maybe bring this to my friends' table as a one-shot session" concept, I wish there was a little more structure built in from the GM perspective on the vibe of the town, the adventures, the NPCs. I feel like there's a lot of room for you to make this content, and it'd build nicely for folks who are looking for those supplements. (What I'm suggesting, vaguely, is I think you could turn this into a slightly larger system book, and it'd still feel just as cozy!)
I definitely already have some ideas about how I could build out the little town myself, but I always appreciate some built-in flavor for games that have such a vibe already. I love the note you added in V2 about how the setting is really flexible. I think there are ways to create content that offers more structured options without compromising on how flexible the premise is. If I were going to play this with some friends I might create some little playbooks for them - like, here are some types of gods you could use, little pre-builds to modify and build on. I guess as you think about making more content, my questions are, who are you making that content for (players? gm? your own guidelines for how it could be generated for solo play?), and also how can you keep it flexible - if you do in fact want to keep it flexible!
Mechanically, my favorite part of this system is the rules for failure and mistakes. I love the idea that the gods are trying their best, and they rely on the freely offered gifts of the community to survive, but also that they will in fact make mistakes. I think I would probably enjoy leaning into the clumsy/failure aspect of being a not-so-good local god, and so knowing that the rules have options to fail forward and seeing those heal options feel like a really nice way where I could in fact lean into that without breaking the game. Maybe I just love an underdog!!
I think this is really sweet, and I think you've done great work! I can also see it being a really fun thing to use as a system for like... taking a break from a regular larger-system TTRPG and doing a bottleneck episode where the characters take on the mechanics of these small-town gods as they visit a city unfamiliar with their larger-system classes/roles/etc. (I'm a big fan of the "mid-campaign, switch-mechanics-for-a-session" concept.)
Anyway... Thank you for indulging my super long comment! Looking forward to playing around with this more.
PS: I also really appreciate the less-ink-intensive versions you provided of both the foldable game rules and the character sheet!!
Thank you so much! This comment really made my day. Apologies for taking so long to reply. It’s been a busy month.
As for your question about who I’d make more content for, I plan to make more content for everyone, players/GMs/solo gamers, including a slightly larger system/GM guide book. Especially because, as you pointed out, the game, as it is, is lacking in tools for GMs. The plan is to fill the book with play examples, GM aids (including combat rules), more quest tables, some optional rules (including solo rules), and enemy monsters/gods.
Overall, I definitely want to keep it flexible. I personally love the idea of people being able to play as gods in whatever setting they want. I hope to foster that with more neutral or themed tables and one-shot adventures in the future.
I also love the concept of switching up mechanics for a session. I haven’t gotten around to doing that with one of my games yet, but I can definitely see Small Town Gods as being a really fun game for that.
If you’ve gotten to try it out, I’d love to hear how it went!
Once again, thanks so much for the comment! I really appreciated all of the kind words and feedback!