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Hi :) Thanks for the question. My main intention with the dream magic is that it helps to open up your subconscious in a way that hopefully enhances the rest of the experience. I wanted to create a very open imaginative sandbox, and things like dream fragments are there to provide imaginative "playing pieces". It's up to you how (or if) you want to make use of them. Even if you don't use them directly, I hope that the act of imagination involved will help to colour and shape the other events of the day. The "Fireside Work" phase of the game loop is intended to be the most open phase, where you can look back and contemplate what has happened during that day. I have thought quite a bit about how I might expand the magic / dream magic systems of the game, but I am reluctant to make them too concrete or mechanical, for fear of limiting what I think has the potential to be one of the most personal and meaningful parts of the experience. On a practical level, I suggest asking yourself how those dream passages made you feel on an emotional level. If the emotion was positive, cast dream magic to enhance that positive feeling. If the emotion was negative, cast dream magic to transform that feeling, or its source, into something non-threatening, or even better, into something positive. As you form a relationship with the Forest, you may find that this dream magic has a more powerful effect than you expected :)

Thanks for playing :)

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Thanks for the quick answer love <3
Could I bug you for just one last thing? When you gather a plant to make spells and potions later, do you then have an indefinite amount of that plant, or would you need to go and gather another of that same plant the next day in order to make another potion? Or do you only encounter plants one time and never again?
(And I have a few french friends who might be interested in playing this, would you be okay with me translating the document? I could send it to you if you'd like)
PS: I love the art :3

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The answer is really, "it's up to you," but for myself I like to think that I would remember the place where the plant grows, and be able to return there. Feel free to introduce your own rules. In solo roleplaying I often use a freeform probability system based on a rough estimate of how likely something seems to me. If I'm using just D6, I might say "roll from 1-4 to succeed at finding this plant again today." Or, if it feels like a rarer plant, I might say "Roll from 1-2" etc. 

Here's a thought: When you discover a plant, roll a 1d6 to discover the "rarity" of that plant. To find the plant again on a given day, roll equal to or below the rarity. (Or some variation on this idea.)

I think many solo roleplayers like to experiment with rules, and will often mix in mechanics from many different games. I like to design with this "bring your own rules" idea in mind.  

Yes, please feel free to translate the game into French. I'd love to see the result, if you do so. :)

Thank you! :)

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Oooh! I very much like that idea...
Thanks again for your time and patience! <3
Until next time!

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Hello again, @StoryWyrm :) I just thought you might like to know that the game has now been translated into French. I hope you and your friends enjoy it :)

Hullo love! Thanks for the update! <3
It's a lovely and soothing game, and I love the freedom that comes with it. I just have to find time to lose myself in it! xD
Hope your forest adventures are going well <3