You've maybe checked out the indie-produced video game Hyper Light Drifter. People seem to really enjoy it. So, why not bring it to tabletops with an RPG? At least, that's what Metal Weave Games thought, and I don't see anything wrong with it, either. They're currently running a Kickstarter to get it made. And they're running a public test of the rules, so you can even go download those and check it out before you pledge.
From the campaign:
We're happy to announce the officially licensed Hyper Light Drifter: TheTabletop Role-Playing Game (what we'll call Drifter for short). Based on the indie smash-hit Hyper Light Drifter, created by Alx Preston and published by Heart Machine, we're looking to bring the evocative, ruined world to your table.
Drifter uses its own rule-set, inspired by other rules-light systems allowing for action, wild ideas, and facilitating the story. Let's get started with our core fundamentals, these will get your character up and running first before we dive into other systems.
- Energy: Each character has an Energy Pool. Points from this pool are spent on making actions, or improving your rolls (see Boosting). There are various methods of recovering energy, including when the narrator changes scene, resting, some combat actions as well as some skills. Once you run out of energy, you need to start rolling [Fortitude] or [Resolve] skill saves to remain conscious.
- Attributes: Characters have four ability scores, each representing a different facet of a character’s capabilities, including Vigor, Swiftness, Insight, and Presence. When you want to perform an action, it costs you energy, and your ability score tells you how much you reduce the cost of that action by. If you reduce the cost of an action below 0 energy, you can gain a bonus to your roll.
- Rolling: If your character wants to perform an action or react to an event, you're going to make a roll to see what happens. When performing what is called a check, you will need to pay the energy cost, if you're reacting to something, known as a save, the action costs no energy. In Drifter, we use a twenty-sided die (also referred to as a d20). Your result is then compared against three thresholds (more below), determining the outcome of your action. If you're not happy with your roll result, you can choose to spend more energy to succeed (see Boosting).
- Thresholds: Once you've made a roll, you can interpret the results. There are two key thresholds you need to pay attention to which lead to three possible outcomes.
--If your result is an 8 or below, you fail the task (Full Consequence).
--If your result meets or beats your skill group’s Discipline value, you succeed (Full Success).
--If your result falls between 9 and your Discipline value, you achieved a partial success (Success at Consequence).
- Disciplines: All skills in the game are distributed across four disciplines, Survival, Exploration, Combat, and Social. When rolling, your threshold for a Full Success is determined by your Discipline value. When you create your drifter, your Disciplines all start at 18 and you have points to reduce them as you see fit.
- Boosting: If you don’t like your roll result, you can choose to spend more energy to increase your roll result, we call this Boosting. To determine how much each additional point of energy boosts your roll result, you need to look at the relevant Boost score of the skill you are using: Grit or Nerve.
If your skill uses Vigor or Swiftness, you will utilize Grit, and if it uses Insight or Presence you will use Nerve.
The campaign's crossed over the halfway mark in funding with still 23 days to go.