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akavel

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A member registered Jun 13, 2018 · View creator page →

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Hi! Starting with a potentially easy editorial issue: in the final “Playing Bladesworn” examples chapter, I noticed three sections with a lot of repetition, that seem accidentally mixed up to me. In particular, I mean pages 35-37, sections “Making it to the Ruins”, “Exploration”, and “Exploring the Ruins”. The middle one (“Exploration”) reads to me like a weird, confusing and unplanned mix between the two others - most notably, it contains many repeated sentences from the first one (“Making it to the Ruins”). Most glaringly, the whole bullet point of: “Set a clock for the wilderness’s dangers…” appears copied verbatim. And, to me at least, it seems out of place in an “Exploration” section. On the other hand, I don’t really understand what’s the difference between “Exploration” vs. “Exploring the Ruins”. Another example, seemingly hinting that this is an editorial error, is the final sentence of “Exploration”: “Let’s start a six-segment tension clock (from Starforged) for our pursuit” - exactly such a clock was already presented at the end of the previous section (“Making it to the Ruins”), while it’s not imaged in the middle section even though it’s mentioned there, as quoted. Thus, I assume this situation is some accident of editing/growing the text of the book; did you maybe mean to cut out the whole “Exploration” section before publishing? Or incorporate some parts of it into the neighboring sections?

Other than that, expanding on my initial notes on reddit, I now re-read the book with some more attention (compared to my initial half-awake skim). I really love the whole “four things” framework to approaching “Face Danger”. It feels surprisingly evocative and immersive to me vs. being distracted by the looming choice of a Move in base IS:SF. In a way, I think I’d like if one day I might maybe manage to marry the two, so as to be able to start immersed in your “Four Steps Framework”, then after completing it, maybe pick a Move from IS:SF and get its mechanical resolution. But, I digress. Just wanted to repeat, that for now, this is the part that captured me the most, and which I’m especially grateful to you for, and for writing and sharing it!

On the other hand, although they seem interesting to me, and feel like there’s “something” to them, for now I admit to being confused and unclear around the Scale-Quality-Potency elements. I mean, with the examples given, I seem to understand the aspects they’re trying to capture (overwhelmed/overwhelming size; better tools/skills; narrowly specific boost/advantage). However, what I don’t seem to understand, is how - after making the analysis - should they affect my gameplay/narration (apart from the single explicitly stated special case of increased/decreased progress ticks). Those elements seem vaguely mentioned in some (not even all, I think?) of the examples in the final chapter, but I still can’t seem to grasp how using them to dissect the scene actually influences the game. Would you maybe consider trying to expand on that aspect? Do you think it could make sense to e.g. take one (or more?) example Move resolutions, and speculatively elaborate on how each of the three dials (Scale-Quality-Potency) could narratively differ in that particular situation, and how would that then impact the gameplay/mechanics/narrative? (Ideally, in a way different than just a dry mechanical increase/decrease of ticks on a Progress clock. I assume those are still primarily intended as narrative tools; or not?)

Thank you!

Cool, I’m super happy it managed to give you some fun! :D thanks for sharing and leaving this comment! :D 💖

I’m really honored and curious what made you persevere and give it a second try, and not just ditch it, if you found the first reading to be a tough one 😅 I highly doubt if I myself would be so patient and generous in your place, so thank you 😅

Also, do you maybe have any thoughts what I could try to do to make the rules easier to swallow? 🤔

Huh, lol, wow, I just didn’t notice them far at the bottom of the page 🤯 thanks again! 💖

Ah, thanks so much for the link - I only saw the paid versions of the SRD on the author’s itch page, didn’t know there’s a free one as well!

After downloading and skimming a Community Copy, do I understand correctly that I actually need a copy of the Liminal Horror game as well to understand how to play it? 🤔

I would be honored!!

Once you do it, would you be so kind and let me know? I’d love to be pinged about it, so that I can either link to your account, or do it and also re-publish a copy of it here - totally depending on which you prefer and/or you think is better!

(And, just to make sure you don’t miss it, please mark your translation as licensed CC BY-SA 4.0 as well - as far as I understand that’s how the license terms need to be propagated.)

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I would be honored!!

Is there a way you would prefer, and/or you think is better? Regardless, I would love to link to your account once it is done (in any case, whether a copy gets published here or only on your account).

(And, just to make sure you don’t miss it, please mark it as licensed CC BY-SA 4.0 as well - as far as I understand that’s how the license terms need to be propagated.)

Thank you for your kind words, and greetings to you from Poland as well! 🥰

I was surprised how much fun I had with this game, enough to complete both parts 😂 thanks for creating and publishing it! :)

Woohoo! Even choppy, looks *sooo* much cooler than the static screenshots! \^v^/ Which do look nice too, for sure. By the way, I'm curious, are you maybe using the Voxel Quest engine in your game?

Hi! Do you have any videos of the game? I searched youtube, but didn't find anything.