Thank you. The ACCL is a great initiative and I Hope more people adopt it in this current economic situation.
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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!
I roll for Event at the start of a day, or at the beginning of a scene. I use it whenever I need something to happen in the narrative.
Thank you for bringing this up. You’re right, this isn’t explicitly stated and it’s unclear. Hopefully I can address this in a future revision.
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.
RAGS is great. You’ve captured the feel of an OSR system using token mechanics. I love the idea of starting with 1d6 tokens and using tokens as hitpoints. You’ve also allowed for a lot of room to maneuver with the spend/gain token economy. Well done!
Thank you, Viditya, I’m really glad you like the game!
I think Key & Token could count as both. I had a great time researching the different ways people have approached token mechanics. I love to breakdown complex systems into smaller components and make something new.
I wonder what people will make from this? So exciting!
Thank you for the kind words! I’m very much looking forward to seeing what people do with this and I hope the game inspires more people to create and play around with this style of roleplay. If you do make something inspired by Key & Token, please let me know.