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Hi Sam, 

I'm very into the art here, and I like what you've done to make that Microscope-style discovery geographical. (Have you seen "I'm sorry did you say street magic?", a recent zinequest game? You've come to some interesting similarities and differences in how the two games approach the same urge). You've got some great feedback already that I'll not repeat, but I did make a couple of other notes.

Your stats have very evocative names. I worry slightly that there might be an overlap between manipulate (plot) and foster dissent (sow), but I grew up with arguments over whether a certain action was INT or WIS and we always settled it. It feel to me like plot is preparatory, whereas sow is active, which would probably be enough to settle any arguments. 

In the 'opposed rolls' section, I see a 'may' that leads to it being possible to have an opposed roll called for but no player wanting to do the opposition. What happens in that case? Fabulist is compelled to step in?

Is it possible to destroy a District that has a Haunt in? It seems like it would be yes, but the Haunt would somehow survive. 

re your list of adjectives; you could have two D66 lists, keeping the options there but not giving blank lines for the other columns. 

thanks for the entry, I enjoyed reading very much.

Hi @scopperil! Thanks for the review, this is all very helpful.

I did not see i'm sorry did you say street magic! It looks really good, and I'm surprised at some of the similarities. I'll have to grab a copy.

I see now that plot and sow could have unproductive overlap. I'll reconsider the wording of the stat descriptions in revisions to see if I can add a bit of distinction. I definitely saw sow as being more directly related to the population of Antrum outside the faction - gaining the trust or spreading rumors among the community. Plot I see as more of a sneaky faction action, maybe sneaking into another faction's territory or HQ, or gathering intel on a person/place/thing, etc. I'll try to make that clearer.

I think opposed rolls being optional is for the case where the other players are ok with an action happening unopposed - they think it will lead to a more interesting outcome or they think it is boring or more of a setup action and don't want to linger. I can check that section to see if the optional nature could lead to problems.

The destroying Districts point is a really good catch. I missed this possibility. I will add a section saying if a District with a Haunt is destroyed, the player with the Haunt can relocate the Haunt as they wish. I suppose it could be an opportunity to revise the name of the Haunt also...

Two d66 lists could be good. I was trying to conserve paper and had uneven numbers of ideas for the different columns. I'll think on that.

Thanks again for your feedback! I appreciate it.