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Ian K

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A member registered Nov 08, 2017

Recent community posts

I like what is here quite a bit! Can't wait to see how this project grows.

Randomly tried this game, and I'm very glad I did!

This is a sweet story about a young woman learning to live with depression. The deck-building actually mechanics fit the theme very well. Negative thoughts fill up her deck with with junk cards, making it harder to do anything. On the other hand, connecting with others and performing self-care adds new cards to her deck, literally representing her learning new tools to manage her condition.

I don't usually have much interest in 'wholesome' games. But I really enjoyed this, and when I was done I even thought about doing the dishes! (I didn't actually do them though)

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Ah, that did it - thanks! A very enjoyable experience. Looking forward to the next one!

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This is a really great exploration of hotels as a liminal space. Not in the overdone 'Backrooms' sense, but as a sort of in between place, where no one knows you and your identity is more fluid. Strange, thought provoking, creepy. Casey's comments about hungry people is going to stick with me.

I think I've found everything except the trunk, any hints on how to trigger that scene?

Last night I MC’d Space Bounty Blues for a bunch of D&D players whose DM couldn’t make it. We made characters and had a complete adventure in under 3 hours. At the end everyone said “this is way more fun than adventurer’s league” and “we should play a mini campaign of this”. So yeah this game still shreds in 2024!

This is rad!

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interesting game mechanic

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Wow the vibes here are impeccable

A new YHS adventure? Instabuy.

Saw your ad in Thomas Manual's newsletter, and yeah, you've got my attention

Is there a way to see what the enemy's movement range is?

Enjoyed this!

This is cool. I generated HASTUR'S BLASTERS, a Legion of Marines that fled the People's Republic of Betelgeuse after a palace coup they supported failed. 

They survived the destruction of the rebel forces because their transport crashed on a planet in the Antares sector, and pursuing loyalist forces didn't thoroughly check the surface.  With their cause seemingly lost, they commandeered the first merchant vessel to stop in the area, and turned mercenary.

Their specialty is boarding and capturing hostile warships and spacestations. Standard tactics are to blow holes in enemy defenses with salvos of missiles, which they use to enter, and then use plasma weapons to wreck the inside of the target.

They are known for the their discipline, fighting even to the death, and for carrying old rebellion banners into combat with them. They particularly seek contracts that will allow them to fight against the PRB. Most of their recruits are actually PRB prisoners who they convince to join them via unknown means.

I like it

Looking at this (and the Fregena adventure), and the thing that jumps out at me is how the missions are structured like quests in a video game. While it seems obvious in retrospect, I've never seen it done this clearly before. I think it's a good idea, especially for new GMs who are still figuring out how adventures fit together. Stealing this idea for future projects.

You have my attention!

Congratulations on funding! Very excited to see the full PDF - and, of course, the finished book.

I recently picked up the POD version of YHS and can confirm it is still quite nice

Excited for this!

This is really cool

YAAAAAS MORE BREAKFAST CULT!

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Very well done!

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Duuuuuuude!

Making this my sig pronto! :)

Also if you are still doing promotional sketches, I would love to have you sketch my bounty hunter!  His name is BRADBURY 'SHARKTOOTH' PYLE, he is a COOL OPERATOR with BLUE CYBER EYES, and he is a FUGITIVE from the corporation that raised him.

Just played this today - and it was great! Everyone had fun, and we all agreed that it really felt like an extended episode of a certain anime.  Our characters infiltrated a hospital, stole a tranquilizer machinegun, crashed a shopping cart, and finally cornered our bounty in a run-down aquarium - only to see them eaten by a shark.  But we did stock up on bean dip!

As for questions and areas that could be tightened up:

* I think the game could use a character sheet - I made one up in Google Sheets, but then kept realizing that I had left something out, and had to edit it.  Maybe it could be combined with the player aid you are working on?

* Injuries/Conditions are introduced in sort of a piecemeal fashion.  You don't learn for a few pages after they are first mentioned what they mechanically do - take you halfway to being knocked out.  In part because of that, partly because I misread the rules, we didn't do much with them - usually we would add some sort of narrative twist or complication to the character's success (i.e. you get through the door BUT now the guards are on high alert).  And since we would do 2 or 3 rolls in each of our solos, there is the possibility that someone could have taken two injuries before we got to the Headout - what would happen then?

* I could see a slightly different player group struggling to find the flow of collaborative narration early on - maybe a slightly more structured opening, that holds the players' hands through introducing story elements and complications for each other, would be useful?

Again, great game, 5/5 would complain about having to eat vegetables again.  Thank you for making it!

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This looks so dang cool

This should be in every Fate GM's toolbox.  Valuable advice on how create opposition for your players, from different classes of enemies, to traps and barriers.  Also has a variety of example enemy lists - whatever setting or genre you're playing in, you are bound to find something you can use

There are a lot of great Fate games out there, but I still think this is the best one.  

+ The setting of the Atomic Robo comics is incredibly fun, and the comic art used to illustrate the book is excellent.  

+ The rules are explained in a tone that is conversational yet specific, and illustrated with comic panels to show how the game emulates its genre.  IMHO this book is the best way for new players and GMs to come to grips with how fate works.

+ It also introduces new, valuable mechanics to the Fate toolbox.  There are rules for superpowers, inventing new tech (which can also be used for rituals or long-term projects), and improvising solutions to mysteries.  Additionally, many of these are tied to being good at science, so less action-oriented characters get to do lots of cool stuff!

- The only complaint I have is that so-called 'EZ character creation' is actually kind of confusing in practice, at least the first time!  Still faster than most other RPGs.

I really like this concept.  Seeing the 'unharvested' counter pop up was quite chilling.

I enjoyed it quite a bit.  Would be very interested in a more fleshed-out version with a greater variety of tactical challenges and options.

It was almost impossible for me to be able to click on items in my inventory to use them.  The poor controls combined with the permadeath made for a frustrating experience.  I like the look and concept of the game, though, and I would like to play an updated version

Figured it out, file was missing UnityPlayer.dll.  Unfortunately I can't progress past the hand-pointy part.

Neat concept!