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ATELIER HWEI (Alone in the Labyrinth)

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A member registered Aug 20, 2019 · View creator page →

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hi! Thanks for the comment. Once all the backers are rewarded we’ll definitely find a way to get print copies out to the wider public. Not sure how just yet.  Soul Muppet previously funded a print run of volume 1 and also distributed in US through exalted funeral, we’d love to work with them again but not sure if it will happen, we shall see!


As for a second print run of vol 1, not sure atm. There’s lots of amendments I’d like to make based on feedback from various people, it’s quite a project and I’d rather focus on getting their pariah related stuff out into the wild first (have quite a big back log of material for other adventures and sandboxes, including the “realms “ detailed in the first book.

That said, I did think about making a not-for-profit POD of the free edition, just not sure who! Neither Lulu or DTRPG do saddle-stitched any more, so again some work is required to get it re-layout for a “perfect-bound” (I.e. glued POD) edition. Keep your eyes peeled!

Hi David! thanks, very happy to be here. Just wanted to  get involved with the conversation, really.

When I was just getting into D&D my dad told me about Mazes and Monsters, (mis)informing me it was based on a true story (it's very based on a sensationalised tragedy with tenuous connections to RPGs!)... but (weirdly) he was sort of implying this fact made D&D "cool"? Like, "this game is so wild- apparently kids play, think it's real and go crazy and kill themselves and their friends! Enjoy!" He's a strange man.

As for Borges, you might discern I am a fan (my blog is Alone in the Labyrinth, name inspired partly by House of Asterion and also his anthology, Labyrinths). Confess  I hadn't connected the jam to his work- but t's an inspirational concept! A game supplement, Atlas of Tlön, perhaps?

Hi! I'm Joe/Sofinho. I saw this game jam posted on a discord server I'm on with Arthur and thought I'd join, it looks fun!

I'm not on twitter any longer so not sure if there's a conversation around this jam that I'm unaware of.  Suffice to say I'm super interested in what people are planning on producing for this!

So... who are you and what's your big (or small, or medium-sized) idea?

That's so nice of you to say! I'm blushing...

Keep your eyes peeled, new kickstarter in a few weeks...

I care about this planet: reduce, reuse, recycle.

Thank you Remi! for more of that Neolithic flavour have a look at some of the other free/pwyw game on the Atelier Hue page.

Thanks Pat! The 24XX template is brilliant at getting a game down to its essentials. It's super quick to explain to newcomers to RPGs, too. 

Thank you! I think it will need some tweaking for groups not keen on getting TPKed in a bar brawl... but it's a bit of a fun knockabout! 

Have quite a few more planned for further down the line, a bit more specific and some a little bit weirder.

Thank you! I'm massively intrigued by a Wagadu game, where can I hear more? 

Re: licensing, feel free to use these mechanics as desired (naturally)- if you want to use any of the text verbatim, some kind of attribution/ citation would be gratefully received, but I'm certainly not going to pursue you through the courts over it! I'm much more interested in hearing what you do with it. Thanks again for your kind words.

My pleasure, it's fully deserved: thanks for making such a cool game! 

I got my copy through the post after backing it on Zine Quest. Really, really beautiful object, itself worthy of the epithet 'Kozmik'! The square(ish) format and bold colours reminded me of early 90s SNES game manuals (that's Nintendo famicom my American friends).

The content would fit any Space Opera or Sword & Planet game (especially as there is a literal Sword Planet!) campaign: Troika, Hypertellurians and Solarblades & Cosmic Spells all spring to mind, but if you don't have any of those there are a bazillion hacks of the Nate's own Tunnel Goons system that would fit.

An absolute triumph: my one objection would be that the beautiful print edition is just too tempting for my toddler, who smears their grubby fingertips over it at evey opportunity!


6/5

Thank you! Just this minute posted something in the devlog to let you know of the plan!

Currently writing for my own game (apologies... but someone has to..) PARIAH

Free version is here:

https://atelier-hwei.itch.io/pariah-art-free

Just wanted to announce that this is a really cool game. Currently playing in a PbP with other Brightonians but was also very lucky to take part in last year's New Geographies livestream of The World After, its antecedent!

I've been in... 7(?) jams so far and only managed to submit to one (the first one I entered, since you asked... therein hangs a tale...).

In order to make sure I don't flake out before the deadline (which I now realise is next year) I've put a page for this prospective adventure (Atop the Wailing Dunes, since again, I'm sure you just asked). 

Going to attempt a rigorous (vigorous?) DEVLOG too, so anyone can see how the sausage is made.

Anyone else thinking of doing something similar? Or am I a lone maniac screaming into the void (for a massive change to the scheduled forecast)?

Hi!

First of all thanks for the comment and questions, and apologies for not replying sooner. I wasn't notified (or missed the notification) for some reason. This is probably late and I'm sure you've come with your own solutions, but it would be remiss of me not to answer your questions now.

DC is target number. Use stats as a reference: 3 is something all pariahs can do, 18 is something very few pariahs can do. Upwards of that it gets into murky territory.

In practice I work out a target number based on the difficult and their relevant attribute, and let them know what it is so they can decide if they want to try something else instead or spend a hit die if they are unlikely to make the roll.

Which brings us to "makes narrative sense". Yes, an example would probably have been helpful! Think of HD as spending your inner reserves: that extra bit of effort to make the shot or make the save. Would it make narrative sense for someone to exhaust their hit dice while making a stealth check? That depends on your table, and what makes sense in your game.

What prevents players from abusing it is that hit dice are a limited resource: pariahs only start with one. remember: HP are regenerated by rolling hit dice  (similar to 5e) and the pariah must rest to replenish them. 

Lastly, thanks for the typo-catch: there have been three revisions to the original volume that went out at zinequest, and I'm still finding stuff, so sorry about that.

You are correct: "Characters may NOT attack anyone except those they're engaged in melee with"

It's up now @theplatypus

Yep, I'm just way behind with everything. I'll post some screenshots as they have some useful material.

I absolutely love this, incredibly evocative material, beautifully laid out and intelligently selected public domain art! Fully approve, 20/10 would buy again!

I fully support this idea! I'm a newbie to this platform but have plans to publish a lot of work through it next year: a revenue sharing option would solve a great deal of headaches, as my collaborators are scattered across the globe.

Hi! I came across your game during the 48 hour Mega RPG Jam. Lst week I had the chance to play it for the first time with a class of seven advanced English as a second language students. Just wanted you to know that they (well, we) all had a really good time and enjoyed creating our footage of a Kaiju attack!

don't get too excited - I was unable to finish it, and conceptually it's much less original than your submission (and that of most of the games in this jam). But don't mention it: the kind words were well-deserved.

Thank you for such a comprehensive response, that's quite clear. If an action card is lost, is there a way it can be replaced ot is it gone forever? Sorry if this is already covered in the rules... I should probably have another look!

Great work!

I usually go for sandbox-y, old-school type games, and this competition has really opened my eyes to the possibilities of more structured, narrative-based games, especially for single sessions. The turn based mechanic, timer die, and trials die all mesh together well to make a very coherent, clearly structured game. 

I'm really impressed, well done again! 

I enjoyed reading through the ruleset and was attracted to both the themes, setting and playstyle, but in its present incarnation I'm a little foggy as to how the game moves forward after the first scene: in a nutshell, the mechanics surrounding the action cards!

But yes, this is a wonderful game and you should be proud of what you have achieved here. Have you playtested it yet? I'd be most intrigued to read a report of a session!

Then I feel entirely justified for awarding you the highest mark! I should have picked up on that (especially with sneakery being in there, though in my defence a lot of these get written rather late at night).

I tried a run through with some of  my ESL students last night. The role playing only really comes out between missions, which is weird: if you do decide to have another go at it, it would be great if you worked more player agency into the missions. They loved the simple character builds and stocking up on supplies at space stations, so thanks for providing forty minutes of entertainment to my class!

I mean yeah, of course I like it! We came at this from vaguely similar angles, and not just the monster minion aspect, but the granular skill/ attribute checks, too.  Mechanics all seem sound (I'm also a fan of die progression!), although I would have appreciated just a little more information on how monsters progress (presumably they receive additional HP or not? )

One thing that would have rounded this off as a more complete game would be just a little on the GM side, like various suggested follow-ups to  session 0.  That said, so few games have a structured session 0 so that has to stack in your favour.

The layout was clear and the document really well structured.

Finally, the world-building was excellent, not least due to its brevity! It establishes the tone perfectly, as well as serving as a taster for the starting session.

Great work - well done for being so diligent in reviewing our fellow jammers! I keep coming across your reviews and realising I need to get to yours. Sorry it was a tad late, I have a system, trust me!

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<<The Beauty of “The Game” This is a game in which there is virtually no expectation of verisimilitude. Within a match, the environment you create was canonically created by someone called a Gamemaster. There is no need to hide the purposeful design of anything, because all of it is a video game created to challenge players. This can be a liberating thing which makes unleashing creativity a bit easier. At the end of the day, there is no worry about whether anything makes logical sense, because the Gamemasters can do whatever they want, which means the GM can design any nonsensical environment they desire, with no expectation of a cohesive world.>>

Yeah, having gone through the doc, I agree that it's the most fun element. Initially the concept of playing characters playing a game didn't strike me as intereting  (a bit too meta), but it does enable the players to run a concurrent campaign, build and develop characters, but not feel constrained by genre i,e, they could be dropped into a medieval fantasy setting, then the following week something more contemporary to the implied setting next time, or face off against a variety of monsters of the week,  

My criticism is that as written, the focus seems to be on combat, or at least tactical play (although you do mention other possibilities).  I hear Into the Odd talked about a great deal so it was great to see a hack out in the wild! Well done for completing and thanks for submitting.

The cover image is fantastic. It's instantly evocative of bleak, 70s 80s sci-fi, tonally just right for the game, and this carries through in your font choice for the rest of the document. You undertook an ambitious task for the jam, as a deckbuilding game needs a deck, and obviously you ran out of time. Are you planning on developing this further?