What a wonderful game. These solo rules work extremely well. Will there be a Wraithound jam?
Eilonwy
Creator of
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Thank you for this! We are forever brainstorming new ways to play Key & Token in the Randomless Renaissance discord server. Come join us https://discord.com/invite/pAzxMjfK45
One effective approach is to create a dynamic checklist by removing options from the table once they have been chosen. This means that all options are available at the beginning, but as players make their selections, the chosen options are eliminated. Over time, players are left with fewer choices, and they may have to choose from less desirable options. This technique encourages players to think strategically and prioritize their choices.
A great example of this method in action can be seen in my tool Forecast which applies this approach to generate weather conditions. You should be able to find it on my creator page.
Hey cmartins! I really love your work. In fact, I owe you an apology. I was aware of PAST when I was developing this oracle.
The oracle went through a few iterations and along the way I neglected to properly credit you with the original format for the open-ended oracle found at the end of the bookmark. I’m not at home at the moment, but as soon as I am able to I will amend the game page to make this clear.
I hope you accept my apology and thank you for your inspiring work!
Thank you so much. Sure, here is a template of the master file I used to make this: Canva Template.
A Spanish version sounds great. I’ll link to it in this game’s description when it’s available.
Thank you for your question! That’s right, generally one character and one key per scene but a player can play more of each if they want to within the narrative.
Keys replace the setting elements found in other games based on Belonging Outside Belonging. In those games, setting elements are all the pieces of a game usually controlled by a Gamemaster. They are aspects of the setting that the characters can interact with.
Anything can be a Key. The trees in a scene, the sound of a tractor tumbling along the country path, a flock of birds.
The difference between Character and Key is that you own your Character, only you decide what they can do. Nobody owns a Key, and anyone can collectively use any key to drive the narrative.
Thank you very much. I hope you find these useful.
While playtesting and developing narrative games, it became crucial for players’ security and well-being to know what they can do at any stage of the process. Creating an on-the-spot, improvised narrative isn’t always something that comes naturally. I wanted Myriad and Marauder to provide that clear framework and also favour player choice over random results.