That means a lot to me, thank you!
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Hello! I apologize for the confusing wording. A Usage Die indicates the availability of a resource. Whenever you make use the item, you also roll the Usage Die as an independent check for that resource.
I see the issue there, and boy did I phrase that confusingly. Thank you for letting me know.
Thank you for the notes! I'm pleased to say that the inestimable Will Jobst has been brought on board to do the editing, and those gremlin errors are being run down one by one.
Ice, desert & hot/toxic will be the new arrangement of those suits. I wish I could squeeze in more, but we're already running a long list of cards for this release. Same with the tarot sizing, I'd love to offer it as a stretch goal, but it would be a pricey upgrade.
Thank you for giving it your eyes! Stay tuned, more is coming.
This week has been a bit busier than anticipated, but here's my best shot.
1.) The chips are supposed to be a rarity, you may squirrel them away for as long as you like and for as broken of a play as you can imagine. A Wodehousian story should have a sense of gay abandon after all.
You ALWAYS get the bonuses to your character's suits, they're a bit like the stats in a Powered by the Apocalypse game, if you've ever played one of those.
2.)Ack! I apologize for being unclear on that. Pick two abilities as you need them, but you may not have more than two, unless you somehow invent a campaign version of this.
3.) The loop is vague because every group might have it's own sense of timing, but tricks put a hard limit on actions. If there is any confusion, the Matriarch may simply announce that a trick will or will not happen.
4.) The game is indeed players vs. the Matriarch, but only in the most gentle of ways. You are her heirs after all, even if she doesn't care for you, she must keep up the side. Otherwise you've got it. The matriarch is best played from the perspective that the players are wayward children and idiots who must be led to gainful roles in the family structure. The players are best thought of as wanting to avoid anything other than immediate enjoyment.
5.) That's a good point, perhaps we could call it "enfrazzlement" or some such?
6.) That's a fine point, I wonder if perhaps Jeeves could be rotating role for the players, and allow themselves into the story. It would be fun for everyone to be the deus ex machina.
This is exciting to revisit! I'd let this one fall off my radar, but you are asking good design questions, and I do love trick taking games as a possibility in the RPG space. I'll try to get back to this one in 2022!
I apologize for the vagueness, I wrote it on a lark, and barely had a chance to test it.
If you have any questions, I'd be happy to answer them and incorporate them in an update. Having been playing a lot of trick taking games lately, this was just on my mind again!
Okay, I'll be including your feedback in the next version, but here some answers for now:
1.) Thank you! Even with search&replace, there's always one.
2.) SOLO mode! You're not the only one to mention it, and I should make some space in the book for that.
3.)Samples & Discoveries are the same, they should all be called discoveries now, to help include the vista cards.
4.)Players should pick the landing site.
5.) Currently players get one draw per Hex, per Expedition. They "reset" for future expeditions, though the MC should feel free to lock in a location that has potential for future visits.
6.)Ack, I need to put consequences for air/water depletion in the book! The simplest answer is to have the crew roll the Usage Die for both every day while exploring, (I usually do a breaking camp scene) If they cannot eat or drink, then they take their Level in damage at the end of the day. If they run out of air then they'll take their Level in dmg every Moment until they can fix that!
As for resetting, I'll rephrase that. The crew begins with a Usage Die in those resources, but they can be potentially refilled back up to their starting level. Very keen to hear how well the balance on that is working for you.
Homeworld Die starts at D8, but I'm wondering if I shouldn't lower it to D6 to increase the pressure.
Thank you so much for the response! I love to hear about it when someone is playing my games!
Ah, that varies. The playtest includes one 11"x17" map, plus 6 pages of PNP cards, and about 40-some pages of the book plus sheets.
It's a lot, which is one of the reasons I'm not charging anything for it yet.
This is excellent feedback! It has increasingly become obvious that most groups draw at radically different speeds, and that I need to provide some dials to accommodate that fact.
As for more clients, I'd love to see what you've come up with! I've got some more almost ready to drop, and would be thrilled to just keep increasing the roster!