of course, you are very much welcome to do so! Thanks!
g0ri
Creator of
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Thanks a lot! Really glad you like the stat-changing bit. That's my favourite part as well and was indeed an attempt to solve such flexibility issues, as you mention.
Also, thanks for the pitch! I agree that this could be great to help the group lift the rather heavy narrative weight that the game imposes on its players. A grand, multifunctional table ala Dark Designs (happy to hear that title mentioned as well) is hereby on my list for future projects!
Thanks for the comment! Grimwild is DnD meets Blades in the Dark. For my game here, I was not inspired by the mechanics as such, but rather by Grimwild’s emphasis on cinematics which was very much with me at the time of designing Sanity. It is somewhat reflected in the Principles of Play section of the game.
Thanks for the feedback and checking the game out!
Glad the investigation mechanic resonated. Sanity is definitely very open to interpretation. In addition to the admittedly slim guidelines, I would generally give players the power to define themselves whether their Investigator is acting sanely or not in risky situations. For clues, Sanity is mainly there to make sure some clues appear weird and horrific.
Hope that makes some sense!
Wow, I just bought your game and looked through it (to the extent that Google Translate can help me ;) ). Great stuff, evocative and I like what you are doing with laws. Congratulations! Looking forward to delving more into it. Any chance of an English version at some point?
Here's the link if others want to see it (recommended!): https://raffaele-rafman-vota.itch.io/ronin-no-mai-la-danza-degli-uomini-onda
Thanks a lot! Really glad you liked it.
Luck is very much up to the player(s). The only restraint is that you have to “end with none.” My interpretations, anyway, have been that your
- Luck indicates how many times you can do something extraordinary
- Luck abstractly indicates how lucky you are by giving a random number between 2 and 12 (the higher, the more lucky?)
- Luck is a resource or meta-currency
- Luck is the number you have to roll under to do something dangerous or uncertain. Decrease it by 1 after each test (like Troika!/Fighting Fantasy)
- Etc
These are just examples of my uses of it.
Again, thanks for commenting and asking!
Wow! This is absolutely great. Love the setting, mechanics and presentation. I'm gonna treat myself to a play-through ASAP (why I have not spoiled myself the later hours).
Finally, I am of course honoured to be credited here. Thanks a lot! I think this way of writing solo games is really something worth exploring more.
Thank you very much for trying it out and giving your feedback! I really appreciate that. I'm happy you liked the balance of art, detail and openness.
And then I do understand the stalling. Of course that is what can happen when soloing, but the game, I think, also asks a lot of the player and with very little instruction.
As one who likes the victorian vibe, this speaks to me and I really appreciate the work you put into this. It is very well fleshed out! I particularly like the evocative tables and the idea of the daily steps as tools for solo play (obviously), but also for getting into the setting and tone. Good job!















