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Judge Feedback:

Cool division of players between belief, duty, and ideal

Good examples of the components (ex. of a secret thought)

I was unclear whether the player goal was to cause chaos or if the characters truly believe they know what is best for the protagonist and so the player goal was to do what they felt was best for the protagonist and the designer predicted that would be chaotic

I would have loved some more guidance for the DM on how to run the party. Maybe there could be rolling tables of consequences, NPCs, and party type or some other kind of guide rails instead of relying the DM to create the whole plot

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I'm not really sure what "winning" in this game means, narratively. I felt like it was missing an incentive to use your secret outside of the bet, so it could be caught. Betting extra slips and losing seems like it should tie into the gaffe, but what if you bet all 3 and can't tie them together?