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Escape from the Subway is a one page tabletop game made for the Micro-RPG game jam.  

Something's gone wrong on the surface. You'll have to get off this train yourself. But how?  

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#Survive the Subway.txt 1 kB

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I like your premise, but as I'm sorta seeing with a lot of other submissions, I personally would've preferred you left your stats/chargen sparse and dealt with the setting and what makes a train so interesting. I really like the idea of mapping out such a frantic course as a group, but the size of that table (and its instructions) compared to the abilities seems a bit off. The sorts of things you find in a train would (IMO) be a better inclusion than explaining the whole Athletics/Engineering/Intelligence thing. I would have also proffered the last point (things related to your backstory get a bonus dice) have been expanded a bit. It sorta feels like a narrative mechanic shoved into a more standard chargen.  It's an interesting and valid method of conflict resolution, I'd just rather see more focus on it. Other than that though, it sounds like a fun night of mapping out an apocalyptic subway.