Good to hear! I've been wanting to get my roommate into playing this on our projector screen, so it seemed a little silly to be like "Oh yeah we can play... but you kinda have to go into the other room to use your desktop." 😆
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As someone who has read all 1 million+ words of Worm multiple times, THANK YOU FOR UNDERSTANDING WHAT MAKES IT GOOD AND PUTTING THAT IN A GAME.
This is everything I've wanted out of a supers TTRPG for the last few decades and never gotten: the ability to TALK ABOUT COOL POWERS AND HOW THEY INTERACT WITH EACH OTHER.
If you like scenarios where a hero needs to find a clever way to use their weird power to save the day, this is the game for you!
Heck yeah, that was such an amazing scene!
Also everyone else reading this, please share comments with your own dragons and the cool stuff they get up to, it gives me LIFE
Thanks for asking! This is a "play to find out" game, following some of the principles of the Powered By The Apocalypse system. Both your ghost character and you, the player, start out without knowing any of that information, and you'll make it up on the spot as you play.
For example, I might start out thinking about a scene with a person I'm haunting, maybe she's in a kitchen, mixing ingredients in a large bowl. I try to reach out and touch her shoulder, Manifesting Supernaturally, and roll the dice, getting a 3.
Reading that entry, "you break something important, but in doing so realize it is tied to your memories... of what they were to you", I might decide that when I reach out, the bowl starts to vibrate and breaks into several pieces, and I suddenly remember it, the blue ceramic with a pattern of white flowers, my mother's favorite bowl. I conclude, for now, that this person is my mother, and write this detail under the first "what they were to you" section.
Notably, I could end up changing my mind about that conclusion as I play: maybe later I see this person at my funeral talking with someone who looks like her, but older, and realize she's actually my sister.
And intentionally so! In order to be able to get a 1, you need to use the 8 move, "Cross out any other entry on this list, or restore any crossed-out entry", to remove the 2 or 12 option, then when you roll that one, you can pick the 1! :)
I wanted the possibility of being a scary, harmful, dangerous ghost to be on the table, but something players have to choose for themselves to become.
You are fully correct, changed it! Sorry about that, I was submitting this for a jam at the last minute and didn't fill it out super carefully, haha.