That's wonderful to hear, thank you very much for sharing!
Cezar Capacle
Creator of
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Hey Tobi,
Thank you for being so honest, and for everything you've supported over the years. Triple-O, Kismet, the companion, Random Realities. That means a lot, genuinely.
I want to offer you a complimentary copy, no discount needed. You've more than earned it, and I'm happy to do it.
I also want to gently share something, not to argue, but because I think it matters: what looks like "just a file" from the outside is closer to a hundred hours of work on my end, made through chronic back pain, and in this case, also through grief after losing my dog.
I pour everything into these projects, and I've also distributed thousands of free community copies over the years, gladly and without question, because I believe in letting people support independent work on their own terms.
I don't take offense at your frustration. Everyone is carrying something we can't always see, and I choose to assume the best. I hope you'll accept the complimentary copy in the spirit it's offered.
Thank you for caring enough to say something.
Hi, Maia! Yes, I've been following your APs and I've noticed you mentioned your preference in that regard. :)
So, I'd say Mausworn is not going to be as prescriptive as Astroprisma, in terms of "this is the exact thing that happens, these are your options, these are exactly the possible outcomes".
However, it is not going to be as loose as OG Ironsworn. I'll have what I am calling Playsets, with step-by-step procedures of play in a tight loop for every part of the game, like journeys, delves, combat and so on. Each one will refer certain moves, and which tables to use in the correct order.
So although the events are not predetermined (there will be tables for encounters, descriptions and so on), the structure of play is very tight. My hope is that you will never be guessing "what now?", but still with the wiggle room of shaping things to fit your narrative. Does that make sense?
Hi there! Ok, so:
1. Yes, all the PDF products will be distributed via itch. I am currently considering if I'll make a separate itch page for the zine version (if only because itch has given me some trouble with that in past projects) or if I just bite the bullet and use this one and deal with whatever hiccups might happen as they come.
2. You know, I was going to make them available only after the campaign (because it is a manual import of emails, and as pledges come in I'd have to add them one by one) but you gave me a good idea. I think I'll add the one-page version as an update on BackerKit so backers have immediate access to it, even if it's a standalone PDF and not an access to this itch page, if that makes sense.
Hi there! Thanks for checking it out.
No plans really, since this would require an insane amount of reworking the frames and borders. However, if I may offer a work around, I printed it at home as A4 landscape, and the excessive borders came in hand, since flipping through the pages is the intended method of randomizing. With the extra blank space to the right, it can weather the wear and tear more easily.
Not a perfect solution, but has been working wonders for me here!
I did! ^^
I posted a short process video on Bluesky if you're into it: https://bsky.app/profile/capacle.bsky.social/post/3m7pkay54g22o
A friend of mine helped me with the 3D effects on the logo.
Thank you for giving the game a shot, and especially for taking the time to share such thoughtful feedback. Your evaluation is very valid, and your experience is absolutely legitimate. I really appreciate how clearly you articulated it.
I’d like to point to a small passage in the rules (page 34), where I say that rolling is not about how risky, difficult, or unpredictable the action is. It’s about how invested you are in leaving that moment to chance. So yes — you’re right that when you choose to roll, there’s only a 1-in-6 chance of not spending resources. But the design assumption isn’t that you roll only for “hard” or “dangerous” tasks. It’s that you roll for any moment where you, as a player, want to open the door to dramatic possibility.
Even something trivial like flipping through a book can be a moment where you decide, “Let’s see what the dice does with this.” That’s the tone the game aims for: a harsh world where even small actions can shift the story.
That ties into something you mentioned: the desire for surprise in quiet moments. AtW does put the choice in your hands. I wanted the game to let players jump between two stances:
1. Acting as your character inside the fiction. Making decisions, navigating the landscape, surviving the winter.
2. Stepping back into the writer’s room / director’s chair. Choosing when to invite complication, tension, or unexpected change.
For some players, this framing feels empowering. For others, it can initially feel like they are “choosing” their own surprises rather than discovering them. It really is a different style of play, and there’s no right or wrong preference. But AtW is very much built on that dual perspective.
And you’re also spot-on about the pressure. The game is designed so that you will burn resources regularly. That creates the push-forward momentum of a sandbox game without quests. Replenishing resources becomes its own source of wander, discovery, and complications.
With that in mind, your approach of rolling an oracle on hazards is completely valid, and honestly, a great idea. If that makes the world feel more alive to you, it’s absolutely worth doing.
Maybe I can invite you to try one more session with this “different stances” idea in mind. For example, even during a quiet night at camp or while cooking a meal, you might think: “If I were the GM, this would be an interesting moment to shake things up a bit.”
Roll the action, and not necessarily to introduce big drama. Even if it just means burning a few resources, it pushes the fiction forward and reinforces the survival tone without forcing a twist every time.
But again, that’s just one approach. I really appreciate your oracle method. It aligns beautifully with the spirit of the game, and might be something I highlight as an alternative mode of play in a future update.
Thank you again for such generous feedback. I’m glad you shared your experience, and I hope you continue shaping the game in whatever way feels the most alive and exciting for you.










































