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Sam Sorensen

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A member registered Aug 31, 2018 · View creator page →

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shoot me a request—username is "squigboss," avi's a sheep

Air vents!! They all lead back to the main hub in the Basement. 

yeah, for sure! shoot me a DM on bluesky or discord and I'll get you one

it's just a town and a dungeon, but good. that "Sentences and paragraphs!" line is not a joke. it's written like a book, and that makes it easier to read—it makes me want to read the words on the page

Yes!

I don't have any plans for a reprint in the immediate future, no, unfortunately. Perhaps some time next year, depending on how sales go? But nothing for certain.

It's still in stock at Spear Witch!

Hi! Yes, you're correct. Stopping the Source, as a potential "solution," is meant to be extremely tricky to solve. I don't think there is any obvious "intended" path to solving it—I've heard stories from various GMs making the attempt—but you're totally right that anything that occurs as the direct result of time travel would, of course, get fragged out if time travel never occurred. That's certainly why, say, Mamadou has been unable to do it on his own so far. 

I'm a big fan of these kinds of open-ended "solutionless" problems, both as a player and as a designer. It forces the player to engage with the problem head-on, rather than merely hunt for what I as the designer had in mind. A rawer, one might say almost more brutal, form of play. 

Hope this helps! 

Themes??? In my tabletop roleplaying game adventures?? 

I imagine that yes, Tyro has spent a lot of time living the same days over and over and over again, and indeed, has spent a lot of time being artificially aged, de-aged, and re-aged again. He's the veteran for a reason. 

If they fulfill Nazhun's requirements, Bootstrap and Grandparent paradoxes can no longer exist—the timeline "closes," meaning that anything that's happened in the past has already happened. It's a tighter, more restrained, more restrictive mode of time-travel. I'd look at something like Terminator (the first one) or The Merchant and the Alchemist's Gate as reference for how this works. 

Yes! They're in HERETIC, a section called "You Are Cursed." 

Yes, you got it exactly: circles are the big heavy station doors, the dotted lines are ventilation shafts. Thanks for your kind words!

Thanks! It's got a lot of blood and water poured into it, I hope you get some use out of the book at your table!

Huh, okay, I’ll talk with my distro and see. Thanks for the info. 

Can you be a little more specific? Messed up how?  Zine spines are known to be rather flimsy (especially thicker ones like TAT), but I’m not quite sure what you mean.

Thank you!! I would love to see how your players do in the run!

It's back up in stock—and yes, you do get the PDF with the purchase of a physical copy!

Good news! TIME AFTER TIME is back in stock at Spear Witch! You can get it here!

banger dungeon

fire

Thanks!

Yes! We're in the middle of reprinting—look for them in the next few-to-several weeks!

I just have them use the normal 1d100-under-Lungs-over-Wet roll based on the damage chart. I'm pretty generous also with classifying some stuff (a fire axe, a baseball bat) as big weapons for the extra +5 or +10. 

Probably not, unfortunately—there's a lot of overlapping intersecting layers of InDesign and Photoshop going on to get the complete PDF that makes a simple black-and-white version difficult to produce.

Not that I'm aware of right now—but if you tell your favorite shops to reach out to Spear Witch, they can get copies shipped over in bulk. 

Spear Witch!

They're back in stock now!

Not easily, unfortunately—the whole thing is set up across a bunch of interwoven .indd and .psd files, which makes extracting, say, just the art and text but not the grime or weathering all fairly difficult. 

But you can get print copies at Spear Witch :)

bless you, thiccest of the mom swags

Yes! At least, that's certainly how I play it, and I wrote the book with a GM in mind. You could... probably...? play without a GM? But it'd be tricky for sure, it wasn't at all really how I planned it.

If you do try, though, I'd be super curious to know how it goes!

Good luck!

Lowlife's a supplement for OSR games, so almost always for the standard one-GM-with-multiple-players group. 

Thank you! I'm glad you enjoy it.

Yeah, that shouldn't be too difficult. Bug me in a couple days if I haven't posted something.

Hi! There are not unfortunately any readily form-fillable versions of the PDFs, nor are there any spreadsheets or anything similar, at least as far as I know.

If you have to play digitally, my advice would be to either import the PDFs as Google images and edit them directly, or just use a simple shared document—Fax characters aren't all that complicated, fortunately, so they're relatively easy to track.

Sorry again, though.

If I want a physical copy, should I just order using the main link like the others did? Or is there a better way to do it?

Awesome! So glad to hear it went well

This is just how I like to run, but I only give Discontent for clues (and clue-level-type secrets) only when it clicks for the players. Like, if you offhandedly mention, "oh, yeah, the football team has no competition" and keep talking, wait for the players to investigate and examine and make the realization before their Discontent starts rising. 

Consequences I like to add closer to the "finale," when players have a lot of secrets and are close to figuring the whole thing out. Think about, like, a Twilight Zone episode, of how things really start to go awry only as the protagonists get more and more involved in the problem.

But, critically, both of these are just how I, Sam, run. Other people—even my co-designers—will run the game differently. It's rules-light for a reason: do what you think is best!

I feel like this either wants to be a much longer story, like a proper novella, with lots of time to breathe and reflect, or this needs to be trimmed down significantly. You have a lot of characters—Victor, Will, their Mom, their Dad, Beth, Henry, Justine, the Monster—and a lot of threads and plots—Victor falling into death science, him grappling with his sexuality, his relationships with everyone else, his dead mother—the lists go on and on and on. As-is, it feels like all those threads are competing for space, and so none of them get the time and energy they deserve.

If you want to expand this, I feel like you need about three times as long for everything: meaningful conversations between characters, plenty of time to get used to each new setting, time for Victor to continue making bad choices and fall deeper into his own self-destruction, a chance for each thread and theme to wind in and out of each other.

If you want to cut this down, I'd cut about half your characters and about half your plotlines: either make this a story about Victor's own self-destruction and descent in villainy, or make this a story about Victor coming to terms with Henry and Beth and his own sexuality. Either one would be good and interesting, but right now they conflict, rather than complement.

Despite all that, I liked this piece a lot: your language is evocative, the choices feel both important but also fitting, the characters only get a little screentime but are appealing in what we do get. However you decide to develop this piece further, I think it'll only improve.