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I have been doing an insane amount of testing with the pins by using to dictate narritive rules story rules how they interact it allows for the creaton dynamic and responsive npc places factions loctions and get them to interect independently of screen and have npc come back when it is important to the story narrtive same with locations ect as long as u set all the conditions correctly the system works beautifully but i have found that the system slows to a crawl during excessively long campaigns but i don't expect that to be a problem for most people i just take it to the extreme lol it only starts getting unsustainable at like 6 hours in but can be half that time depending on the depth u create with the pins it overloads it can take like a minute to write a scene which honestly doest bother me though I doubt anyone will have those kind of issues 

This is honestly some of the coolest feedback I could hope for. I love that you’re using the pins almost like narrative rules to keep NPCs, places, and factions active off-screen and then pull them back in when it matters – that’s exactly the kind of dynamic feeling I was hoping the system could grow into.

The slowdown you’re seeing on those extremely long, very dense runs makes sense: you’re pushing the GM to track a huge amount of history and pinned details over many hours, which is way beyond how most people will play. It’s really helpful for me to know roughly where it starts to feel “heavy” for you though.

I’m really glad it still feels worth it to you even when it crawls a bit, and I seriously appreciate how hard you’re stress-testing this thing