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I've run this twice now, at a convention and with friends, and had a blast each time. Building a kenn with players gives you instant themes to incorporate into the game. My first group lived in a swamp and decided their culinary delicacy was anything dry, so they had to pay the rent on the "magical" dry box which had been repoed. The 2nd randomly decided to worship Wile E. Coyote so I sent them on a Looney Tunes-esque quest to find the fabled ACME warehouse.

My only problem (from a GM/TP perspective) has been the side quests. Introducing any more than one feels like I'm shoehorning, but that may be my lack of GM experience.

Overall it's an awesome game. Well written for newbies & experienced players alike, doesn't have too many mechanics, and doesn't feel like it's missing anything.

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Happy to hear you've been having such a good time! I do agree, that side quests can be distracting, which is why the book recommends one, and then just see if more pop up to distract the players a little.

My experience is that it massively depends on how long you want the session to be. If you want to be through in 2-3h, then no side quest is probably the way to go. If you want to have a grander adventure, 2-3 might be good to give the gobbos something to do besides the main errand.

Also, thank you for the wonderful and kind words! I appreciate them!