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I still think the GM side of the book needs work. After reading the book from cover to cover, I don't feel anymore ready to run a game. The player rules are clear, but the GM side, it boils down to "the conductor is very powerful and has a mysterious agenda" and a bunch of plot seeds full of mysterious mystery.

I don't know how much should I tell the players as a conductor, in one lore snippet the radio is a literal wallhack, telling where the enemies are, but in some the trespasses get ambushed. And the mechanics for creating a plot are also just 'vibes and mystery'.  Like, I know it's a mostly vibes and story kind of system, but give me something. How many scenes are appropriate, some example challenges. I can pick some random assortment of areas and some location appropriate enemies, but I have no instructions to actually glue it into a game.