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(2 edits)

I've read through the 48 page PDF. The premise is intense. It gives me Hunter the Reckoning vibes with a healthy heaping of the Wyrm, Pentex, and Banes/Fomori from White Wolf publishing's old/classic World of Darkness.

The game has a big narrative focus. Mechanics are simple, draw cards. High card wins. The only way to get an edge in opposed challenges is to put a relationship you have with an NPC in danger, or put them in literal danger. I like how you work that in narratively. I can see that risk to relationships is a big part of the game.  There is no way to undo that damage to a NPC. That is big. How fast are you trying to have characters self destruct? Do you intend for Before the Worms to be a short or long form game? I would also want some way for my character’s own abilities to play a role in addition to the drama that, optionally, can come into play by drawing on a relationship with an NPC. Otherwise there is no difference between between backgrounds and skillsets. 

There is a structured gameplay loop, and you did a good job outlining it in a simple, straight forward manner. The Breathe step is a good idea. A pause period, for an emotionally intense game, where you can think about your next steps and decompress a bit at the same time. There is some solid guidance and a play example that are informaive without dragging on,

The tight gameplay loop, coupled with the light and quick to learn system may make it good for solo play. I might try a solo session out. If I do, I'll let you know how it goes. 

While reading I noticed a couple things you may want to edit:

About the dying light of your your (game description)

The person may dead ( pg. 31)

(1 edit)

Thank you so much for this feedback! It's incredibly helpful.

Responding to your questions / observations:

  • Hunter (specifically Hunter: the Vigil) is definitely an inspiration! As was the Wyrm / Pentex / the Fomori. I should maybe add the latter to the list of Touchstones, actually. The needle I'm trying to thread here is between describing a very bleak and uncompromising setting to serve as a stark backdrop for the ethics and decisions of the characters, but not making it so dreary and unrelentingly depressing that nobody wants to play it! I'm glad it seems intriguing enough to not be an instant turn-off, at least. 
  • Because it's such an intense game, I think a long-term campaign would be difficult to sustain on a purely emotional level. I imagine that games would be single "episodes" of 1-3 sessions or relatively short "arcs" of maybe 7-10. Which means that I do expect characters to burn out relatively fast. But at the same time, I don't want it to be so lethal that the players don't have time to get to know them (and thus feel the impact). I did think about giving a way to "heal" relationships, but decided against it. I'll need to playtest the death spiral to see how fast it tightens though, and how that feels. 
  • The point about the character's own abilities is a good one. In my current thinking, the idea was essentially that your relationships *are* your abilities, in that if you, say, know how to shoot, one of your Tethers taught you that. But I see that it's not really explained in the text. Plus, I think it might be a bit muddled. Separating those out may work better, though I'm not sure how to distinguish them mechanically without adding unnecessary complexity. 

Anyway, once again, I really can't thank you enough for taking the time to engage with this. If you end up doing a solo playthrough, I would love to hear how it went and any notes you may have. Honestly, just the idea that someone might actually play the weird little game I made absolutely makes my day!

Heya! I just wanted to let you know that I've published another update to the system which, among other things, adds some tools that I think will help a lot with solo play!