Last time we checked in on Killing Monsters and Taking Their Stuff, I was trying to figure out a combat system. It's kind of important in a dungeon crawling game, although it would be entertaining to create a pacifist dungeon crawler. Sort of...
Last time I discussed the initial idea behind Killing Monsters and Taking Their Stuff (KMATTS), of having a character be defined by a set of cards and having D6s have contextual powers based on their placement in the tableau. It's a powerful basic...
For the last several weeks, I've been working on a new game design, which I've temporarily called "Killing Monsters and Taking Their Stuff" (KMATTS, for short). Yes, it's a dungeon crawling game. At last! I saw that...