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Hi again, I looked through your preview in Drivethru RPG and a bit confused. Your combat has 'Range' from near to far away, but in Solo how would you specify range of the enemy? Do you also have Oracle table specific for that?

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In the full rules there is information on setting the distance for the enemies from the player. This is directed towards the GM but is also applicable for solo players. It is essentially roll a die, see if an ambush occurs, and set the distance for the encounter. Players can try to ambush enemies as well. Sorry that the preview doesn't show all of this!

Hi! I am interested in buying the game but I couldn't find any review online. For solo play, what are the differences between this game and Courier in terms of generating new locations and events? Do I need to use my own imagination to fill in some narratives or all are already in the book?

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Hey there!

ZONES is an entirely different game from Courier, both mechanically and thematically. In ZONES, you are playing a more "standard" RPG experience using the Mausritter ruleset. If you've seen anything on Mausritter, then you'll understand what ZONES offers, just with guns and humans instead of mice.

Everything you need for solo play is included in the ZONES core rules, such as generating locations, factions, encounters, NPCs, and more. You will need to fill in the gaps, but the game leads you through creating a ZONE (19 hex-tile area) filled with things happening that the player can interact with. 

Hope that helps.

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This looks amazing!  I'll wait till pay day to splurge on this. Great job Sasquatch team!

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Thanks for the support! I hope that you enjoy your time with ZONES.

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I have already started my solo exploration of the Zone and the experience so far is awesome! I cannot find the keyword "Reactive" anywhere! It's the improvised kit armor keyword on page 15. Any ideas?!

That was an old rule that didn't make it out of playtesting, yet I missed removing it. Thank you for letting me know.

Just ignore it for the Improvised Kit armor as there shouldn't be a keyword - it is just improvised protection after all!

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Cool! Thanks! One last question. What happens if I gain a condition, but my inventory is already full? Do I reduce my toughness instead?!

On the page 14, opposite of the Conditions Rules:
"Encumbrance
If your stalker is carrying more items or Conditions than available inventory slots, they are considered  to be encumbered. While encumbered, the stalker cannot run, moves at half speed, and makes all saves with Disadvantage."

This rule is changed from Mausritter, where you would discard an item to make room for the condition. I decided on a "video-gamey" solution for carrying lots of stuff as I'm not a huge fan of inventory management.

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Great, I missed that one, although I was focused when reading the rulebook! I am with you all the way on this rule! Back to the zone! An anomaly tried to communicate with my character and planted someone else's memories in his brain. I am loving the game!

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great job, so much good work here!

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Super cool survival ttrpg, Cody and Anna!