Post-apoc steampunk caveman RPG - insight and guidance needed!

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Rubbermancer:
Blasted reply button...  And yes, my info organization is at peak performance, as usual.  :P  I'm having difficulty figuring out how to break a pdf up into clicky arrows, like I see in so many other pdf docs.  I'll get help on that from my buddy on Sunday, methinks.

Thriff:
Rubbs,

Just finished reading the rules document, it is much easier to read than previous iterations. You've really honed your use of language to keep a consistent ambiance to the document. (Before, as you know, different sections seemed to be encouraging entirely different types of games.)

I'll note my initial reactions here, but I'm still eager to spend hours going over mechanics, setting, and layout with you!

1.) Good job using numbered lists. RPH3k might be offended... you sure you're willing to risk that? :P
2.) You're right, character/tribe sheets will help. I noticed your character sheet from before but I think an updated one would work better.
3.) It would be good to see a Deities section.
4.) I really love the focus on emergent gameplay. You spelling out the circular nature of deity tokens in the core rules helped me see the bigger picture here. Players do something, they interest a deity, the deity intervenes, the players react, they interest a deity, the new deity intervenes...
5.) I love this design goal: "To have a cool, original game that explores questions of individual freedom and of societal ties in a primitive and dangerous environment, and also allows for exciting hack'n'slash adventure." You stick to that and this will go swimmingly :)

So, on to things I noticed in the document:

6.) I like the idea of splitting up reaction (D20) and action (D100). I haven't thought too much about the math of it yet, but the idea of higher granularity for actions makes perfect sense.
7.) You're right that Courtroom is a term that doesn't fit. I think of it as accounting for environmental and character bonuses/penalties (similar to what I had done in... one version or another of ASH. Can't quite recall, it's been a while and I've been working on other games :S). I know you'll find an appropriate title to replace "Courtroom"!
8.) I like the idea of mechanical bonuses/penalties based on a character's tribe (and that they can make one up if they so choose). Just be sure to add the range of bonus/penalty (henceforth "B/P") on the tribe sheet for easy referencing.
9.) I like the written descriptions for superstition/tech 0-5. That helped understand the terms.
10.) I am a reader that is intentionally trying to learn about (and memorize) the names and values of your cultures and peoples... but I'm finding it difficult to do so. This is more a concern for the history .pdf but it carries over to the entire game. There definitely needs to be a better organized approach to learning about the world. (I'm sure you already know this and I don't want to over-do this point. Hopefully we can spend time talking in real-time to alleviate this readers' confusion?)
11.) I love the idea of representing characters' ages in seasons. It's nice and non-numerical which will help with all the diverse races and cultures. Great idea! Ars Magica represented the characters' house/workshop/laboratory's age in terms of seasons too... in case you wanted to look into that.
12.) Glad to see Mettle, Mojo, and Marbles back. Alliteration, descriptive terms, and unique domains (they don't overlap)? Sign me up please! I sure hope you don't dump your 3Ms on the roadside!
13.) Just curious: how'd you choose the max for each of the derived stats?
14.) Period of Sanctuary and Reflection. I've learned to not "refresh" character stats based on "hours" or "passive time" of sitting around. I prefer to refresh points/stats/whatever based on the characters achieving something in the fiction. So perhaps refresh them when they discover a new clue, or make a major breakthrough in the plot. This streamlines the play to focus on the emergent story over "sitting around because that's how I get points back".
15.) I like that you allow the players to break their own ties for cores. Thoughtful of you.
16.) The summary sheet at the end really helps.

Summary:

Well done sir!
Layout :P

T

bosky:
Nice, ever since seeing The Quest for Fire I've thought a prehistoric caveman game would be neat. Not exactly what you have here, but yeah, unique background and interesting setting for sure.

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