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A jam submission

QuestCrawlView project page

A One-page GMless Exploration RPG for 1 - 8 Players.
Submitted by WatcherDM (@watcherdm1), AustinHolm — 20 days, 7 hours before the deadline
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QuestCrawl's itch.io page

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Comments

Submitted

Hi,

I checked out your entry to the Jam and here are my thoughts. I used my personal AMUSE rating system; there are five categories, and the game can gain 0 to 2 points in each. Please, note that these my are initial thoughts after reading your game rules and even some of them may seem a bit harsh, I wrote those notes mainly to highlight the strong and weak spots of your design, hopefuly leaving some suggestions for you to adapt or ignore. Your choice.

Aesthetics 1/2

The game is provided in the pamphlet format, which I personally like. The game is both portable and well structured, uses both column and row distinction to visually divide various content. I'd prefer more illustrations in the style of the cover, as now it looks like you found only single image and used it to both, the cover and background of the rules.

Mechanics 1/2

The game does not spare any time explaining what is this all about, as it is asumed the reader knows what they downloaded. I am okay with that.

The rules are written in quite a board-gamy way - there are multipe steps to build the island, the play itself has defined structure. That's why some ambiguities pop-up. The island is built also with cards touching only by the corner. The movement is though limited to the adjacent card - some readers could interpret that the movement is possible only in orthogonal directions, making some diagonal cards unreachable.

Some rules could use a streamlining/rewording. Sentences like:

Characters traveling together are a Party; they share a token. Everyone moves at the same time.

are bit confusing and unclear, E.g., why is the Player Token explained only after its third mention, and not right at the beginning?

I really don't understand, how the Champion Challenges work. Even after two re-reads, I don't know, how the injuries are distributed during failed champion challenges, and what happens with stolen items.

Universe 0/2

The game feels undecided in this category as well. There are rather strict limitations of what each suit represents, yet the basic movitation and quest is left completely for the players to decide. The game itself is filled with speciffic names associated to various card suits and ranks, as well as the items characters may find during their journey. 

Supplements 2/2

I really appreciate the overwork done by providing the item cards. The mechanics do not limit the amount of each of those items in the world though, so I am affraid their presence may backfire. The chance to find each type of item is only 1 to 6, so duplicities may happen.

I also appreciate the presence of the card-like character sheets. They could be illustrated from both sides though, to provide some space for notes, or inventory itself, leaving more space for tiny injury/treasure/supply checkboxes. It's a nice touch to provide spare checkboxes that become available after certain actions, or obtaining speciffic item.

This is strongly personal opinion, but I really don't like using the cards from the standard deck and needing a pairing table for each suit and value, especially when the relation to the suit/rank is not tight and there are really loose assotiations (such as King-ranked cards). However, this is a pretty common mechanic for (solo) games and lots of people do not mind doing those inner translations, so I don't tear down any points for this.

Experience 1/2

I cannot get rid of the feeling that I am looking at card version of Talisman. Loose rules, highly speciffic items and locations, simple rules, both of those games provide space for role-playing. I really cannot find any mechanics that would actively support roleplaying aspect of the game except defining own quests, naming the city and island, and creating every enemy that players stumble upon. The game is really focused on a table presence, which helps it to differentiate from the lots of other game entries, but at the end it still leaves me with a feeling that the game is incomplete and cuts were made because of the rule-size limitation. The game is written in a way that I would expect to have monster tables or generators, as well as list of some random quests - only then I could take the sentence from the cover (_GMless Exploration Roleplaying Game_) seriously.

Total AMUSE score: 5/10

DeveloperSubmitted

Mystael,

Thank you for the thoughtful and comprehensive analysis. It sounds like you were able to read the game rules but not play the game, which is too bad. I think you would enjoy it. I’m going to respond to each item below in brief just to ensure parity.

Aesthetics:

The background for the other sections are different illustrations, but sadly I had to make them very transparent to ensure the readability of the text. I may include them in full on the game page later for viewing. Anyway, I love the images, and the point is well taken that it could use more viewable art.

Mechanics:

We went back and forth on using the word adjacent here. Perhaps we should change to connected? The definition of adjacent is adjoining or near. Sadly it has been changed to mean horizontally or vertically adjacent. Not sure how that happened. Good call out on the Player Token. We will improve that. We just pushed version 1.3, which has improved the text on Champion and Party challenges quite a bit. Love to hear your feedback there.

Universe:

I must not understand this category. Does it mean that because the suits and items are well defined that the universe isn’t expansive enough? Do you think the suit definitions are too limited or uninteresting? Interestingly I think this game’s universe emerges during play. As you move around, realizing that you are walking through a swamp with a 5 beastie is a joy when you play the swamp strong character, but dread for a hills strong character with no magic sword.

Supplements:

Thanks. The idea with the item cards was to print many copies of that page and keep them with the game. Or to have them available on the table to reference, so the players would know what an item does without needing to write it down on their sheet. We are looking into doing a version of this game where we build out the deck of cards entirely, each with its own illustration and included narrative text.

Experience:

Talisman is only one game. Which other game are you referring to? I think it is fair that you did not play the game from this description. There is Role-playing that happens quite frequently as the characters negotiate with each other about where to go, how long they can last, and what their needs and desires are. I will admit at reading the rules the first time that I didn’t expect this either. But when we sat down to playtest, the amount of decision-making, horse trading, and just plain in-character talk were astounding.

Thanks again for your review. I hope you will look at version 1.3 and keep an eye out for future releases as we improve the game and integrate some of your feedback.