A downloadable TTRPG

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Welcome to the Wasteland

Courier is a solo-RPG where you take control of a Courier—someone who travels the Wasteland delivering and trading cargo in exchange for REP, the currency of this post-apocalyptic future. As you explore the world around you, locations and factions are revealed and recorded on your map. Choose to take jobs for factions and build reputation to access new benefits all while becoming better at your job and earning new character perks.

You will continue to take on quests delivering, recovering, or scouting the map for one of the many factions populating the Wasteland. Every choice you make as a Courier will reflect how these factions view you and open new opportunities and bonuses as your standing increases, or decreases through a fame and infamy system. Choices will have you siding with a few select factions by the end of your game and seeing the world change for it.

Factions are not the only interactions. Companions can be found at many locations in the world and will adventure with you into the Wasteland. All companions are randomly generated by you and can grow into someone unique, using the perks system provided. These bonuses will help keep you safe and moving forward towards your ultimate goal, becoming a Legendary Wasteland Courier.

You will equip protective equipment, cargo rigs, exploration tools, and weapons, if you hope to stand a chance at surviving everything the Wasteland has to throw at you. All of your equipment can be upgraded over time to suit your needs and provide better bonuses. Unique and rare trinkets can be found in your travels, gaining even more passive boosts to your character.

This is just the start of what Courier has to offer, so jump into your journey as a new Courier in the Wasteland!

 Additional content will be released to this page as it is completed and becomes available!

Playlist for Courier

Purchase

Buy Now$10.00 USD or more

In order to download this TTRPG you must purchase it at or above the minimum price of $10 USD. You will get access to the following files:

Courier - Bookmarked.pdf 5 MB
Courier - Cooperative FAQ v1-2.pdf 74 kB
Courier - Map 3 kB
Courier - Character Sheet.pdf 3 MB
Courier - Custom Templates.7z 93 kB
Courier - 192 Hex Map.pdf 412 kB
Courier - 120 Hex Map.pdf 402 kB

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Development log

Comments

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(+1)

Hi. Backed this and, though it took me a while to get to, now loving it. Quick question about the quest with the hauler (#2) how does moving 2 cells work if you're moving through unexplored territory? Do you skip a cell or explore both?

Glad to hear you are enjoying it so far!


When moving through multiple cells, you should explore both. If you get a combat on the first cell, and then another on the second, third, etc., skip the additional combats and re-draw the location until it's not a combat location. This was a gotcha moment in playtest, and often lead to players being defeated, which is not always fun.

Let me know if you have any other questions.

(+1)

Thanks, I thought that would be an issue. But you do carry out multiple encounters or trades, etc if you draw them?

Yep! Carry out all the other encounters and re-draw any combat ones. 

Thank you!

Hello, what font did you use to make the title on the front page ? I am printing this book and binding it into a hardcover, but I do need to make a little design for the side of the cover.

"Street Ruler"
There is a free version available for personal usage that you can find on multiple font websites.

Please send me a picture when you have it finished! I would love to see a hardcover copy. 

(1 edit) (+1)

Thanks ! 

Sure, I'll send you one, but it is going to take a little moment since I cannot print the book for now, I have to wait a few weeks. Or I have another solution but that one would take some time too x)

 Anyways I'll let you know !

Enjoying a physical copy I picked up at Four Rogues! :) I had one question from a problem I've come across: Some quests require deliveries to locations 10+ cells away, but the main hexmap doesn't allow for distances that far if you start your delivery near the center of the map. Is the thought to lay down another map to increase the explore distance required, or have I just misinterpreted something? Any guidance appreciated! :D

(1 edit) (+1)(-1)

Great question. 10+ cells is really too far from the center, if counting directly from the center. The idea was counting steps from the location you take the quest, so moving 1 hex was 1 cell, 2 hexes would be 2, and so on. Once you reached 10, you could place the new location, or deliver the quest. Sorry that it wasn't very clear!

I will provide an additional maps in the downloads for more options and a larger overall play area.

(+1)

Thank-you! That explanation clears it up - and thank-you for uploading additional hexmaps, they should be especially useful for increased player counts! I'll try it out again with a bigger one. :D

Something I noticed while playing last night is that if you get your DMG RES high enough, you can essentially become invincible once you get the number of combatants low enough (they simply can't do enough damage to hurt you). I'm going to try a simple hack on DMG RES, where instead of automatically blocking the hits, you roll a D6 for each blockable damage, on a 2+, the hit is blocked (on a 1 you still take damage).

Example: Raiders roll 6 D6, 5 are odd. My DMG RES is 3. I automatically take 2 hits, then roll 3 D6 for the remainder as I have 3 DMG RES. I roll a 1, 4, and 3. I take 1 additional DMG and block the other 2.

My thought for when you take less hits than your total DMG RES, you would only roll as many "DMG RES checks" as hits they have against you.

Example: Raiders roll 3 D6, 2 are odd. My DMG RES is 3. I roll 2 D6 (to attempt to block the 2 hits), I roll a 1 and a 5. I take 1 DMG.

This of course will balance the game more against the player, but I felt it might be a fun hack to keep the challenge up, and keep you cursing the dice, even after you've whittled the enemies down to a point they normally can no longer damage you. 😁

(+1)

Great idea! The core design was to create a power fantasy, after a while, for the player essentially making some encounters a complete mess for the NPCs. It felt a nice balance with the beginning of the game where you feel endangered by many encounters. 

Your house rule makes sense and seems great if you don't mind rolling more dice!

(+1)

I can definitely appreciate the design choice to start small and build up to a near-invulnerable state, very much parallels fallout progression.

Looking forward to digging into this a bit more. Best of luck finishing up Glide! I look forward to one day seeing it on my table. 😀

(+3)

Courier is a love letter to Fallout New Vegas and Death Stranding. Pretty fun Wacky post apocalytc Hex crawl that is not too complicated and great for house rules (turning it to a full RPG) and a short play sessions!

Thanks for sharing, Melv!

I enjoyed your video a lot. You mentioned it was a "perfect starting point for solo role-playing games", which is interesting to hear. I put a lot of different systems into play with Courier, and honestly though it might be overwhelming for newcomers. I'm a big appreciator of "roll-and-write" games that provide you a world to explore beyond just the title it belonged to, and tried to emulate that feeling in Courier's design. Glad you saw the potential there!

The faction system was a bit of a letdown for myself as I really wanted to do more. Your solution of a "tension system" was really cool. I will keep that idea in mind for future games and any potential expansions to Courier. It easily emulates the control shift of factions that I really was aiming for but didn't achieve and you explain in in such simplicity that I'm sold on it!

Very happy that you could homebrew some rules to keep things going smoothly and resolve any logic issues, such as 2 trading posts directly beside each other counting as a single location, so that you can't just go between them and make a fortune in a small amount of time.

Appreciate all your kind words and feedback.

- Cody

(1 edit) (+1)

Glad you enjoyed it! Coming from the Board game hobby, I value Solo RPG that is first of all a self contained game before adding any stat check or RPG mechanism as it is the core gameplay loop that keeps players interested. So having more system is welcomed as it is there to keep new comers engaged instead of asking them to use their imagination to drive story forward!

Regarding Factions, I can definitely see the intention ! It is one of the best part of New Vegas but can be tricky to handle! If you are interested, I recommend checking out Mutant Year Zero RPG to see how it manages both base development and faction wars in a gamified way. I think it can be adopted with some simplification and make the faction tension even more flash out!

(1 edit) (+1)

Hi there, Great game and I have been enjoying it. Is there any plans to release expansions like new encounters / factions / perks?
Also, is there anywhere to see what the physical copy looks like?

(+3)

Thanks for the feedback! I don't have any immediate plans for an expansion as people would likely want a print run and the game launched over a year ago, so the excitement for it is likely very low. 

The physical copy looks identical to the digital. I've attached an image for your reference (all the extra stuff is included, minus the meeple):

If you are interested in a physical copy, please contact me at sleepysasquatchgames@gmail.com and I'll arrange a discount if you already purchased a digital copy!

- Cody

(+1)

Hi.  If a hex is a faction location and I roll raiders how is this handled?  I can’t interact like other factions.  Should I make it a raider camp? If so small or large?  Or maybe its a one off combat?  If so when I cross the hex again am I re-rolling the faction?  I’m proper confused!  Also the table is on p.23 not p.24 as written.

Looks like a cool game.  Can’t wait to start after my initial stall!

Hey!

Thanks for the questions. Combat should not be possible in a faction location unless it is the faction that that location belongs to. This is a problem I've been asked about before and need to include in the errata. You could treat this as a one-off combat encounter as well, your choice. It should be assumed that each hex is larger than just the location inside, so encountering Raiders is highly possible as they would be out-and-about doing their thing.

As the game stands, Raiders cannot take over faction locations. There are some unique rules in the game that will change faction ownership but never for the Raiders. It is briefly mentioned, in my scrapped ideas section of the game, that I wanted to include Raiders moving across the map and taking over locations but didn't include it. 

Every time I revisit Courier I see another issue that I wish I could go back and resolve for the printed copies. :)

As always, let me know if you have any more questions.

- Cody

(+1)

Thanks for the swift reply :-)  So to summarise:  If you enter a blank hex and roll raiders there is no official ruling.  Until there is you may conduct a one off combat then roll the faction again (ignoring raiders, unless you are a glutton for punishment!) or ignore the raider result entirely and roll again.  

Great!  I can begin my game as that hex was my very first move.

Correct. You should just re-roll for another Faction in that space. 

There are Raider Camps as locations which can be discovered, and they will turn all adjacent combat encounters to be Raiders. Those are the only ways to add Raider locations to the map.

(+2)

I picked this up from Four Rogues recently, and it's had a permanent set-up on my table for the last week. It's been so much fun, and now that I've fully explored (and exploited) my current wasteland, I think my courier might cross the 'Great Divide' into unknown territory, so I can play on a new map with new factions!

Glad you are enjoying it so much!

(7 edits) (+1)

Just wanted to mention, spotted a small typo on page 7. I'm guessing its meant to be "House rules are always acceptable and encouraged." (Missing the d) not a big deal, just wanted to let you know :)

(Also on page 33, for the Jack, the failure section is missing a "w" in "now". Page 38 next to ex-ranger, it says "Gain 1 additional Player Attack phase on the". Page 39 in description, "grabbing on is not" should probably be "grabbing one is not". Page 40, it's should be its (couriers comet description, also burnt toast))


Sorry if this is annoying, once I get started looking for typos I have a hard time stopping. I can delete the comment if you want :)

It may not seem like it, but I've really been enjoying this rpg. It's really well put together, and definitely one I'll be making a friend or two play with me :)

(+1)

I appreciate the feedback! I wrote a lot of the project in my layout program, which doesn't have intuitive spell checking, plus my editor missed a lot (more than you have listed)! I will add your finds to my list of edits to do.

Glad you are enjoying it! Let me know how the multiplayer goes for you if you get around to it.

(+1)

I definitely will! I'm a big fan of post apocalyptic type things so it's right up my alley :)

(Also sorry if all the edit notes were a bit much)

(+1)

Got my copy in the mail the other day, I looks fantastic.  I can hardly wait to sink my teeth into it! Also thank you for the extras, I was not expecting that!

Glad to hear it! You got the Kickstarter edition of the game as I had extras. :)

(+1)

Hi! I recently ordered the courier and I'm really looking forward to getting my physical copy. I didn't know if I would get a message when it shipped how that works exactly.  Thanks!

Hey Duvall1138! I am shipping it out today. Check you email for the additional information that I require to ship.

(+1)

Really fun game! I'm real short on cash right now so I claimed a community copy,but I can't find where to rate it?

Happy to hear you enjoy it! The rating button can be found in the top right-hand corner of your page next to the "Collections" button. 

(1 edit) (+1)

Having a lot of fun with the game so far! However, I think I found a small discrepancy. On page 5 of the rulebook, the Big Iron is listed as dealing 1 DMG, while the same weapon on page 24 (and in the combat examples) is listed as dealing 2 DMG. Is this intentional, or an error?

(+1)

Thanks for catching that. Big Iron should do 2 DMG, as listed on page 24 in the Weapons Table. I increased it late in development and missed changing the examples and starting equipment numbers.

Glad to hear you are enjoying it. Thank you for the feedback!