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Really cool game! Really intriguing premise and straightforward rules. My questions and comments:

  1. Do the faerie players decide if they use the damage die or not? If so, why would they decide to? It seems that there's a 50% chance to get into trouble, and the other 50% is keeping the status quo. Or you expect them to decide for fiction reasons and forget whether or not they get a mechanical advantage? Which is fine, too, just wondering!
  2. It would be nice to have an example! Ideally of a couple of rounds, but at least for some things, like the Punctum roll. At first I thought there was a missing column or that I wasn't understanding the rules, and it took me a while to see the connection between the five points and the four columns. I guess it's on purpose that there's no equivalent column for "being a fae", and that's an extra die you get, to improve their chances a bit?
  3. Another reason to have examples, especially of the Punctum rolls, is that after reading the game I'm not sure why the maps are necessary. Wouldn't this game work pretty well without the maps? Sure, you improve the immersion by having an actual map of a place, but it doesn't feel necessary to keep track of the Punctums (Puncta? haha) and such. Or maybe the problem is that I can't imagine appropriate Punctums... aren't they supposed to be small objects tourists could bring in their pockets? In that case it doesn't even feel appropriate that they have a specific place in the map. Maybe I just can't imagine how you expect this to be played, but in that case examples would help 😄
  4. When humans oppose the faeries, what's that established scene the rules talk about? I don't understand how that fits the rest of the flow. Or does that mean that in the next turn, rolling the damage die is mandatory? Maybe that's the only time the damage die is rolled?
  5. How many players is this for? It suggests 2+ (one human and at least one faerie), but I wonder if you have thought of an upper limit.
  6. Related: the beginning says "one [map] for the human player, the other for the faerie(s)", which suggests that there is a human player and the other players play faeries. But if I keep reading, it seems that all of them are faeries, but every turn one of them controls the humans.
  7. I'm curious, have you playtested this? Do you have a rough calculation/expectation of the chances for the faeries on the last scene? I wonder how hard it is meant to be for the faeries...
(+1)

Hi - all your questions here are useful, and will make the next draft better - thank you. In terms of direct answers:

  • damage die is supposed to be compulsory - it's dangerous to be around these large clumsy humans
  • yes to examples. I'd run low on time but next pass they'll be there.
  • number of players! good point. I'd guess 2-5? generally rpg groups suffer if they're bigger than that, right?
  • I haven't play tested it as much as I'd like! the idea behind the odds, though, is that you should be able to make a choice between making things easier now or future but not both. That said, I'm more hippy narrative than crunchy odds-calculation in play style.

Thanks for the replies!

The damage die is compulsory? But the rules say three to five dice, and the damage die is one of the two that has an "IF" in the text...?

"Hippy narrative", haha. I'm more on that side, too, but I wondered because it can feel very different to play if it's very hard, or very easy, to reach the Elves 😄

(+1)

ah.. that might be me changing my mind during design. You're right, I made it optional so there were more choices; why would someone choose that? I guess the human player would make them? that's something I'll have to poke at a bit more.