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A jam submission

TriageView project page

A game about healing through the power of friendship, service, and other magics.
Submitted by katamoiran (@hedonicink), breathingstories (@Ink_And_Stories), Matt|Lieutier — 3 hours, 54 minutes before the deadline
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Triage's itch.io page

Results

CriteriaRankScore*Raw Score
How elegant, useful, and intuitive are the game's mechanics?#24.0004.000
How cohesively designed do you think the game is overall?#63.8333.833
How clear & compelling is the game's central idea?#94.0004.000

Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Judge feedback

Judge feedback is anonymous and shown in a random order.

  • How clear & compelling is the game's central idea? The journey and focus on the inner struggles of the characters is a nice take on the adventure genre. I also like the diceless nature of the game How elegant, useful, and intuitive are the game's mechanics? the mechanics are a bit obscure, but I got a much clearer vision after reading the play example How cohesively designed do you think the game is overall? the flow from description to the classes goes very well, and the voice of the authors all fit together.
  • Beginning to read Triage was like getting dunked into freezing water, but in a good way. It started out dense and meaningful in its poetic rules description of the game's fundamental conversation, called a "chain." The robust Safety description immediately put me ease, and helps contextualize the earlier statements as intentional in their extremities. The game then wastes no time setting up it's traditional 4 archetype dungeon crawling playbooks, while still maintaining enough of the poetry from the beginning. It goes on to explain the game structure, and it does so very cleanly. While I wish there was a third set of encounter questions beyond just a sort of "go somewhere" and "do something" dichotomy, the variety in Respite is very lovely. And then it even includes a play example! I did find the Scenario inclusion kind of weird. How are you supposed to encorporate them? I scrolled up and could not find that information anywhere. The cohesiveness of the design fell apart in some smaller spaces, but the stumbles were most evident here.
  • I really love getting to see the full history of all the games, but I'm especially interested in games like this one, which have such clear visions every step of the way, but manage to be meaningfully distinct from each other in each iteration. The conversation chain I think is a very useful way to structure the scenes, and I love the playbook specific details, questions, and outcomes. The spending of your stats as resources (and the sharing of your stats as healing) is very resonant for me. The end result is one of my favorite "melancholy fantasy" games I've read (even as I fondly think of the first iteration, and what I interpret as its more hopeful, gentle leaning).

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Comments

Submitted(+2)

Great stuff!  

I appreciate the limitations of the text format of this Jam.  But if the game receives further revisions it would be helpful (for me, as a visual learner) to have a flowchart for how the questions and conversation work.

There are also a few problems with the markdown that are a detriment to the final layout.  That is really trivial, though.  

I love the passage of time and the growing permanence of untreated wounds.  Very good stuff there.

I think some of the 'Outcome' questions could be rephrased slightly to emphasize implicit exchange.. Especially the first one where it seems to easy to answer "no" and narrate any happy outcome as may be desired.

Overall, this is wonderful.

Developer

Thank you! You’ve made some good points here, especially about the flowchart. I’ll chat with my co-creators and see if we can’t release a visual aid too

Submitted(+1)

With the title of this game being "Triage" and it saying it's about "healing through the power of friendship, service, and other magics" I was thrown for a bit of a loop when the situation is more like a D&D-style adventuring party rather than some sort of medical caregivers. And I found the rules in the beginning a bit hard to absorb because they were presented so abstractly. But once I hit the character sheets with the more specific, concrete, grounded questions things started to click for me. The system seems really intriguing to me, with aspects of "ritual phrases" / conversation flow stuff and constrained choices working together in an interesting way to introduce problems and adversity into the generally cooperative GM-less structure.