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hyphenartist

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A member registered Apr 06, 2020 · View creator page →

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I can't tell you what a compliment this is! Your formatting is so stark and beautiful. Thank you so much for letting me know about it.

(1 edit)

Thanks for reaching out!

The critters are original designs by the cover artist, biohazardshorty. It's been a few years since I wrote the brief, but the intention was to convey the open-ended possibilities of what a Predator could be – as well as the sort of pathos-rich stories they might get up to.

You've never seen black and white art be so colorful

My friend and I got a real kick out of this. We both appreciated how the wall running/jumping added just enough depth to make this micro game genuinely engaging. The sound effects are perfect. A cromulent little way to spend time with a buddy or two.

For posterity’s sake, I wanted to note hear that my entry, Loss of Signal, was essentially a test of the above hypothesis. All letters in that game must be sent within specific predetermined windows, and failure to do so results in in-game mechanical shifts. Therefore the game is not necessarily derailed by temporary forgetfulness or a dip in interest. It provides its own opportunities to pick the story up again. Have I actually tested it? Heavens no. But I look forward to finding out if it works.

I’ve definitely encountered this problem, both with games and with physical letter writing in general. There’s definitely an added fragility to letter writing games.  A normal tabletop game doesn’t run the risk of ending entirely if someone doesn’t take their turn in a timely manner. Maybe a game could be built that can’t be busted by somebody forgetting to send one or two replies. 
What if there were specific, predetermined days and/or times when each player was allowed to send their letters, so that missing one deadline just meant waiting until the next one. It doesn’t become some annoying thing hanging over the procrastinating player’s head, because they literally can’t do anything about it until their next window comes along.
Bonus: it lets the designer plan out more of the broader narrative arc.

Gotcha, thanks!

Just a quick rules question: do characters begin with 1-2 Masques or do they have to acquire them by spending experience? There's no mention of picking them on the character creation page, but the language used around Masques always seems to imply characters already have one or more.