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Stregoneria Beta Release 1.03 Available for FREE Download.


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Version 1.04 Now Available for FREE Download.

After getting some feedback from around the web in the last few days, the document has had some further minor error corrections and some major formatting work done to it; particularly on the charts and tables. Some of the pictures have been tweaked and some new ones added. Download it for free at www.stregoneriarpg.com and play it, review it and post about it.

Thanks.
 

Stregoneria RPG V1.05.

After getting feedback from around the web some more corrections and clarifications have been implemented, the most notable being the coreect page numbers showing in the contents and index.

As always, download it for free from www.stregoneriarpg.com and feel free to post about it.
 

Feedback

Not certain if this is the correct place for this, but here is some feedback for you, after reading through some of it.

First of all, excellent work! It takes a lot of commitment to develop something fully and then go through with distribution and all that, so kudos to you! That takes a lot of effort and courage.

Now, I'm splitting up my feedback into two portions: Layout suggestions, and content suggestions.

Layout Suggestions:

First off, your website is pretty awesome. It looks really nice.

You're using the Papyrus font for your section headings. Don't do that, it's just one of those things you don't do and people who are familiar with graphic design like me will notice it immediately and be bothered by it.

Your two-column format is somewhat disruptive when reading it in pdf form. You would probably be better off making it single column for the digital pdf and double or triple column for any print copies you produce.

You make extensive use of old public domain art, and while that's not a huge issue, people who recognize some of the images or are aware of the fact that they're public domain immediately recognize it and it's more distracting than helpful. In all honesty the images don't help much with the content, and you might be better off limiting their use or hiring/hand drawing your own stuff, even if there's way less of it. One interesting new image is worth 100 old ones in my opinion. This is particularly true of the cover.

I watched your trailer on the website and it seems superfluous, unnecessary, and overall it hurts the image of your product more than it helps. The video is boring and basically slowly throws out a few taglines while switching between old paintings. You'd be better off with a personal video of yourself explaining the system succinctly and why people should check it out.

The background texture image on your pages is blurry and really doesn't help much, it's just annoying. I'd rather have some nice contrast and color on a blank page than the current setup. Please upgrade to a higher resolution image (especially if you're going for print). This texture probably shouldn't even be included on the character sheet.

Content Suggestions:

For random starting classes are there only civilians and clergy? What of noblemen, military fellows, or others? This is a cool little feature that could be expanded in my opinion.

I haven't read too extensively into the rules, but if a skill check is done with 2d8 + skill + stat, wouldn't it be possible for someone to accomplish a "mammoth" or even "heroic" effort shortly after character creation? I might misunderstand something or perhaps this is intended, but it doesn't look like there's much runway to work with since there's only a few more categories left.

Your gemstone system looks awesome. I'm going to read more thoroughly through it later. Your world map looks amazing, I'm a huge fan of world maps. I like your endurance/fatigue rules as well as your madness rules. They have a lot of flavor and seem to fit in with the rest of the system.

I noticed that with spell duration you categorized the durations into standard words, but why is this? It makes sense why you would differentiate spell casting time into these categories (because they're easy to remember and there's only three of them). Why not just list the actual time in the spell description? Remembering minute/hour/day/week etc. is easier than adjective of various kinds. This design choice kind of pops up throughout your work and in some limited cases I think it makes sense but otherwise it would just be confusing and I'd end up either manually rewriting all the spells to list the explicit times, or I'd end up printing out a table for conversions from adjective to actual time.

Overall good work, I'll pay attention to your stuff as it comes out in the future and to updates you make.
 

Thanks for the detailed feedback.

I'm going to look at your suggestions in more depth and no doubt there will be a 1.07 version available shortly. ;)

The first thing to stress is that this is an indie rpg produced on a shoestring budget that I'm trying to generate some interest in before considering overhauling it into a nice glossy looking product.

Having casting times designated into categories was a way of keeping that aspect of the game simple and consistent. You have given me the idea of putting the casting times and ranges in numerical terms in the spell descriptions to remind players what they are and to speed up play.
 

Stregoneria 1.07 is Live!

This revision to the document is massive. New cover, weapons organised categorically and by damage amounts, monsters arranged in alphabetical sub-categories, watermark removed, small artwork removed and replaced with chapter dividing full-page plates, better index and more.

As always it's free to download at www.stregoneriarpg.com and felle free to post about it, play it and review it.

Thanks.
 


Into the Woods

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