I'm confused by the Shard Actions, and feel like I must be overcomplicating it in my head.
The two paragraphs for Narrative Currency and Actions seem to be saying the same thing with just slightly different wording in the first sentences. Is there a way in which the player uses Shards differently for Narrative Currency vs. Actions?
And do the list of Actions get "unlocked" at the different tiers of Decay similar to how the number of Shards gained changes at each tier of Decay? That's what the dotted horizontal dividing lines are leading me to believe e.g. I get access to Repair and Improvise when I'm in the 10-12 range, and then Reveal/Conceal/Open when the sword gets into the 7-9 range, and so on down the list for each tier of Decay? I noticed Power is repeated twice in the list so that made me think maybe I only get to use the specified Actions within the particular ranges of Decay.
Viewing post in JUNGLE of the JADE JAGUAR comments
great questions, let me see if I can clarify:
- They essentially are saying the same thing. Narrative currency is meant to explain the concept; while the action section discusses the mechanics themselves.( i can see why that could be confusing, maybe ill clean it up a bit)
- As your sword decays it becomes more magically raw and powerful - unlocking more abilities as you decay. that second power should probably read "additional power". My intent is that you lose abilities as the sword is repaired.
let me know if that helps or if you have any other questions!
Thanks that does help!
And now I noticed on a re-read that the Decay section says, "and additional boons per tier". I had a thought - maybe this point about unlocking the additional Actions could be re-iterated in that top right section describing the Actions in place of the redundant language.
What is the Improvise action referring to exactly? Is it the only way to do any non-Sword related activities? If so, it feels like in the beginning of the game when my Sword Score is high it would cost a high number of Shards to do anything. But I'm thinking maybe that's an intentional design choice to incentivize/force people to engage with their Sword first and foremost?
Apologies if these questions/suggestions feel nitpicky. I'm super into this game and your whole aesthetic, so I'm just motivated to play it correctly and help make any clarifications to the presentation of the rules.
Those are really great notes - at some point I plan to release all this as a collected work with some new content and ill probably update the language to make it more clear.
- Yes, the idea was that since you only have one stat - SWORD - you are forced to navigate the world only by force at the start of the game but as you take damage you gain more powers and the ability to improvise actions outside of using your sword. The main crux of the game play is needing to decide if you want access to more of your sword's inherent strength or do you want to risk it gain more abilities and flexibility. I was inspired by classic Samurai films - I wanted the player to feel heroic at the beginning of the adventure, able to take on a room full of foes quickly but then have the dynamic shift as the stakes increase and the adventure goes on.
- No need to apologize! I love feedback / constructive critique! Nothing is better when people engage with stuff you've made with curiosity (as im sure you know as a person who makes games).