LOL, I getcha on that one. With 5-min games I think it's often more a "suggestion" that a hard and fast rule (or at least I hope that's how others view it, too!) But you did a great job here nonetheless!
Brite Palette
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Tom came into the store today. He looked dazed and just wandered around the shelving as if he didn't know where he was or didn't BELIEVE where he was. He normally comes in, buys some chips and a drink and leaves. Maybe he'll look at a magazine for a few minutes and buy that too. I've never had a problem with him so him looking anxious was kind of...amusing? Should I have felt bad? I don't know, I tried talking to him and asking what was up but he acted like I wasn't there. Then two really beautiful women marched into the store and just...led him away. THAT was weird. It'd make a great scene for something. Maybe a mystery? Something like Hitchcock but more Lynchian? I haven't seen Tom since. I kind of really want to ask him what happened and I don't think I've thought that about a customer before.
Ugh, I can't concentrate. I need a cigarette so BAD.
I also love the one-page RPG Jam. It's a jam, though, were there are so many examples of a thing out there that you really can take the idea and make it your own. But political ones are always interesting to see. The Anti-Capitalist one was fun and so was the TittyRPG one. I didn't participate in the later but it prompted works that I felt had artistic value in that they made you really think. Both did.
As a part of jams I think that adding ratings as an aspect are helpful for getting people to explore one another's games. It just takes one or two people to set the example and others begin to follow because the behavior has been modeled for them. I also like jams with charity bundle aspects when the charity is legit and doing really good work.
Thank you for the comment! It is quite a challenge but I'm glad you played it and had enjoyed yourself.
I can answer that one confusing aspect - when you begin playing your Little One always begins with 1 inspiration (because meeting you is a wonderful new thing!). If your Wanderer succeeds on ANY roll, even with a penalty, the Inspiration goes up.
So if a challenge has an inspiration requirement of 3 it works as any of other stat, but it's based off of your inspiration at the moment. So if it's always a 3 then only a 1 would keep you from overcoming whatever you're facing. If your inspiration is 2 at that moment you'd need a 6 to win the challenge. (If you play it without the modifiers on the rolls everything is a bit more straight forward. Where 1 is fail, 6 adds 1 to your roll, and the rest do nothing. That helps curb the challenge a bit!)
No problem, the game is Circle of the Silvernum Sword (and the link was sent to your gmail addy).









