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Glass Dragon Studios

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A member registered Apr 11, 2018 · View creator page →

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(3 edits)

tl;dr edit: "complexity" represents how difficult the task is, while "urgency/importance" represents how much achieving the goal means to you.

One thing that I've found helps me conceptualize my promises when I'm playing is to reframe "urgency" as "importance". It's pretty much an identical concept, and unlike adding something like "scale" it doesn't overlap with the idea of complexity. A big task means it's got more things to do, which I would say means a higher complexity score. But an important task doesn't say anything about how much there is to do, just how much completing that goal is weighing on you.

This works for me for two reasons: one, literally all I need to do is change "urgent" to "important". "laid back" and "critical" still make perfect sense when you're talking about just importance instead of importance+time-sensitivity. And two, having more promise boxes to fill means you'll spend more time thinking about it or working on it, which has the emergent effect of it feeling more important. If the goal is important, you'll put more attention into completing it, right?

Oh that's very exciting! I'll go check out your channel as well. Thank you for the reply! :D

I've been loving this game and don't feel like it needs anything else, but there's some notes on your site and in the book about how you have more planned for the game and I'm curious if that's still the case. (Absolutely no pressure, though! If you never put out another update, it will still continue to bring me joy and delight.)

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I'm not affiliated at all with Iron Valley, but I just want to second what the author said: almost all the references you need are on the printable reference sheets and fillable forms. I have the "game creation" worksheet and three* move sheets printed out single-sided because I don't like flipping pages, but you can easily condense those down to two pieces of paper by printing double-sided. Those plus the calendar (which I have as one double-sided sheet, because I only need to see one season at a time) cover pretty much everything!

Since my first session, I've only brought up the book while playing if I want to use one of the many roll tables (which you can use one of the handy oracle sites for instead) or I need to check details on one of the festival days.

*Edit: I just remembered, I think I might have condensed the move sheets into fewer pages by putting more of the tables on each page? So if you do it as-is, it's probably more than 3, but you can easily combine them to fewer printings.

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Thanks! Yes, there is an actual win condition! Make sure you try combining plants, not just making it from one kind of plant.

I originally considered randomizing the plant taste/poisonousness and someone else remarked on that, too, so maybe I'll go back in and change that at some point. I dunno, though; the way it's made, learning which plants are good and which aren't is actually relevant, since you don't always get all the plants in a single game, and it isn't even guaranteed a map will be winnable.

More likely, if I go back in, I'll add a bunch more plants and limit the number of different types that can come up in a single game.