There are a lot of ideas and resources for this on both the facebook group and the discord.
Personally I like to prep my cards with gesso first. But I also find that the thicker sharpies tend to work just fine
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Hiya - I've used sharpie myself, but you might want to check into the various communities online where you can get loads of tips:
- There's the unofficial Deck Runner Safehouse on Facebook
- There's the Wreck This Deck channels on the Black Armada Discord
- There's the unofficial Wreck This Deck discord server
- There's the unofficial Wreck This Deck Reddit community
- And of course there's the hashtag #WreckThisDeckRPG
Hi! My feeling is that if you're comfortable with witch-themed stuff, you'll be ok with the content of the game. The closest thing to a possible line-crossing piece of content is partway through the game you uncover something scary in the basement, which might be (paraphrasing slightly from the rulebook):
1. A giant eyeball
2. Tentacles
3. The Fairy Queen
4. A Werewolf
5. A servant of the Great Old Ones.
6. The demon Azathoth.
...that's the scariest and least kid-appropriate page in the game, so if you're ok with the above, I think you're golden.
MMIB was funded by the generous support of the Black Armada Patreon.
MMIB uses cards to fuel your creativity. Each game you get some prompts which you can draw on to shape the kind of story you'll tell. They're different every time, but evoke the weird, madcap romps of television SF.
The game comes with a print file so you can play physically, but also a file you can upload to playingcards.io in order to play virtually.
Unlike many other -esque games, there are several central characters: the Traveller, of course, but also their Companions. The Companions are there to ask stupid questions and get into trouble, making life more interesting for the Traveller. You can also follow the Companions when they go off on their own adventures.
The Traveller and their Companions are each interesting, quirky individuals who are great fun to play!
MMIB is a GMless mystery game, like Lovecraftesque. When the game starts you'll arrive on a new planet, or a new historical period, and begin populating it with intriguing details. Each turn one of you will play the Nemesis, bringing in Lore that will later be woven together into a villainous plot! Between scenes you each privately leap to conclusions about what the Lore so far might mean, and who the villain is - then use that to guide your contributions when you take your turn as Nemesis.
Hmm, maybe? The effect of that licence seems to be to prevent the person building on the game from selling it exclusively - since anyone who buys it is then entitled to distribute it for free.
I guess it's ok on the grounds that (a) people share RPG PDFs all the time anyway, and people can generally be trusted to pay for them; and (b) if anyone finds it off-putting they can always choose not to use this particular seed.
Hi everyone
I've just submitted an old game of mine to this jam. I love it and I'm very happy with it - but I don't think I've ever perfectly cracked the big design problem of epistolary games (the big problem to me anyway!). That is how do you get people to sustain writing. The longest epistolary game I was in lasted about 5-6 months (and it was the game I've submitted). But almost all letter writing games seem to fizzle as people lose focus or can't find the time. Once the fizzle has set in, once a letter has been missed - it seems almost impossible to reignite it.
How do people tackle the whole - sustaining momentum issue?
I might write another letter writing game for this jam, or just generally. Because I love the idea of them, I love the tactile artefact of the physical letter... but I just wish they were more reliable.
Cheers!
I've written a first draft of my game, but I always struggle to put in setting detail because I assume people would rather make up their own using some prompts. But I'm slowly realising that might not be true. For something like Folk Horror which is a really strong genre - do people want lots of setting detail do you think?
We'd love it if you added our game Year After Year.
I know you already know this, @Stone River Games, but in case anyone else looks here - the thing to do is for one person to create the project and add the others as collaborators. Then it will show in everyone's sales page.
What this won't do is split the revenue, which annoyingly has to be done manually. We've said we'll just not worry about it unless we get more than, like, $10 a month.
https://blackarmada.itch.io/year-after-year
Year After Year is a tabletop RPG about an ordinary family living through tumultuous change. We follow their trials and tribulations as the years roll by, with political, technological and social upheaval rocking their world.
YaY is a fairly freeform game, using a simple structure to enable you to generate exciting imagined futures, beginning with the near-future and rolling forward into strange times indeed. The game keeps a focus on the family, their drama and relationships, but getting them caught up in the relentless change that is the theme of the game.
I'm Josh Fox. I probably need to create my own account instead of using the Black Armada one.
Anyway: fave animal as of this moment is OTTER, partly because it seems like it would be fun to be one, and partly because it's the name of my son's class in school.
I'd be interested in responding to Legacy: Life Among the Ruins or Hollowpoint (is it ok that these isn't an itch game?), or better yet something you suggest.