Really cool! It makes sense that a Joined might want to grow together instead of apart, and I like how the mechanics were implemented around that. If a player wanted to play Joined in my game I’d totally recommend this to them!
Comprehensible
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Hey Rene! I dove into Port Road's Isle and had a great time! I really love the city exploration mixed with fun tactical combat, and the maritime vibes of Port Road's Isle are wonderful.
I ran into a lot of questions while playing, and it'd be really nice to have some clarity before I pick it back up. The thing I got stuck on was that the Port Road's Isle discovery clock is 8 segments long, but there only seem to be 6 things that fill it up (SPOILERS):
- The dockyard fight
- deciphering the siren’s song
- analysis 2+
- defeating the Ctenophora
- the Ctenophora fight (if the fight also counts)
- the brine elemental fight
The game also says that "freeing the tidebrood" ticks up the discovery clock, but there's no mention of a tidebrood past that. Have I missed something obvious?
hi noxnightly!
Generally, a spell “fails” if it produces an unintended effect. When players aren’t under pressure, they’re probably not going to fail spells - experimenting and problem solving together is intended gameplay. When a player has to draw under time pressure or with their eyes closed, it’s more difficult. A piece of a spell could be drawn too big, or outside of the circle, or in the wrong shape. It’s up to the GM to interpret the mistake, which can lead to meaningful narrative consequences.
Making magic doesn’t require a dice roll to succeed, but sometimes the actions around making magic require a roll. For example, making an arrow out of water doesn’t require a roll, but hitting a paper fluttering in the breeze with that arrow probably would require a roll. Mixed successes/failed rolls around magic can also lead to interesting consequences.
I’ll also note that even correct spells can lead to interesting complications. Once, to get across a canyon, my playtesters put a flying spell on a log and flew it across - but they didn’t think about how to stop it. So they were rocketing through the air at high speeds and had to figure out how to get down safely. It was a fun challenge!
Hope this helps! :)
I ran this for my friends and it was really fun! They were able to successfully extract the president from DEMON FUCKED CLEVELAND with only 30 minutes to spare. One of my friends, in typical him fashion, stayed behind and seduced the demon queen before getting blown into oblivion. Overall, good, demony fun!
I wound up using a super modified version of Blades in the Dark because I do not like stats and battlemaps and whatnot. I might post the adjusted playbooks somewhere if I feel like it.
Here's a slideshow that I used to introduce my players to the premise/setting! Feel free to steal/modify for your own game. :)
https://docs.google.com/presentation/d/1cPWGLsF9N4wxyM7V69236VJsP7qxCh_MAznTCO_7...
This game is fantastic!!!
I just finished up playing it with a friend of mine and we were wrecks by the end. It's very emotionally intense - in the best way. If you like Wretched and Alone games but wish you could make someone suffer with you, this is the game for you.
My only nitpick is that the pages are split up a bit weird - the rescue text for the exile wound up in the solitude's manual. I had to spoil myself to reformat it, and believe me, this is a game you need to go in blind to.
That being said, I'm going to absolutely destroy more of my friends with this. If you're thinking of getting this, it's 100% worth it. Thank you, kind author, for a very enjoyable evening!













