Some feedback/questions after a first read-through:
A) Need more examples of play, especially around Hunt Rolls & Props/Traps/Treasures, Monster Defenses/Conditions in play, and casting Rituals. A good example: how can I decide to cast “Bolt” during combat? Squeeze in a risk roll between rounds? What effect would it have? Reduce Endurance by 2? Win the entire combat? Need guidance here.
B) In combat, why does the size of the party increase the potential for more ruin (because the number of dark dice you roll is based on the size of the party)? It also increases the chance of success, but this feels off, feels like it doesn’t factor into account a dangerous enemy. Maybe if the party fails to beat the monster endurance, roll dark dice equal to monster endurance, and assign ruin based on weak-point die as usual. The only thing I can think of is high endurance = many rounds = more dark dice each round = more ruin.
C) How do you backtrack through sets? How do you wilderness travel back and forth to the dungeon?
D) For monster conversions, why not use Hit Dice as the main method for determining Endurance?
E) How would you handle a combat with multiple groups of different monsters? Example: BBEG, his bodyguard, archers up high, and a summoned demon?
F) How and when do you use ranged and melee weapons? I.e. why take both?
G) In the conversion examples, Props/Traps/Treasure seem strongly correlated in the tables. Is that intentional, or can you design the three in relative isolation from each other?
H) Really want to see how B2 would run with Trophy Gold
I) Could you vary the amount of tokens required to proceed to the next set? What’s the game design notes behind standardising at 3? Also, I assume this target is not necessarily a hard goal, like finding the secret door, but could represent a soft goal, like “the party is ready to move on”?
Overall I found TG to be intriguing, and I’m about to listen to Jason’s actual play of TotSK on YouTube. Good stuff, Jesse!