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The rules and the art are fantastic! I was especially surprised by how the swing, accuracy, and putting rules are so closely tied to the sport of golf; it’s truly inspiring, both for jumping into the system as a player and for designing a hack based on another sport. Once again, the layout, presentation, and illustrations are top-notch, and I can easily see how an experienced GM could use this to introduce younger players to roleplaying in a really fun way.

Personally, I would have loved to see tables for generating golf-related encounters. In a YouTube review, someone mentioned they would have liked the rules to talk more about actually playing golf, but I think it's quite easy to implement this idea: between combat and exploration, players could compete in a golf hole, and the winner might earn a bonus item as a reward. If rolls are 2d6 + Strength, the total distance to the green or the hole could be set at 22, 25 or 30, and each roll would reduce that distance. Once on the green, players could use their putting and precision to sink the ball in the hole. And if you roll a 1-1 or 2-1, the ball falls into the water or lava and you lose a turn... What about if the ball lands in a sand trap and you get a -2 or -3 penalty on your next roll?

I can imagine golf courses inside a forest, cave or dungeon, haha...  with monsters and obstacless here and there. Definitely, I'm really happy with the purchase! :)