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indiegamereadingclub

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A member registered Aug 06, 2019 · View creator page →

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You know, it's just some looseness around building that die pool, but I'm looking at the most recent edition and either you cleaned that up, or it's not jumping out at me any more. 

I confess I like the visceral quality of building dice pools and then throwing big handfuls of them.

Well, as you've probably figured out it's just me out here! I'm still working on folks from our Slack doing some feedback. Fingers crossed that bears fruit shortly.

Well, it signals to the facilitator that it's that kind of RPG, assuming the experienced facilitator in this scenario knows what that kind of RPG it is. Can't hurt! 

I think it's super sensible advice to the player half of the game, though.

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Hey all, you folks did an amazing job on this jam. I did not expect these to be nearly so well thought out, complete, and playable! I took my first pass through them all -- hopefully everyone has gotten a brief comment from me, at least you know I read it! -- and I've posted initial thoughts to the blog here: https://www.indiegamereadingclub.com/indie-game-reading-club/onrampjam-takeaways/

Yeah, I dig how they line up front-to-back, very sharp. I mean, outside the ridiculous constraints of this jam, you could probably build it out into a set of cards or something.

Holy hyperminimalist presentation! You could totally print a sheet of these up on those Avery card things and just hand it to people.

Holy cow, this is super solid. I read both versions, the secret drama stuff is terrific, I'd play this immediately.

You packed a lot into one sheet of paper, good grief! I like how flexible this is. Good tool for an experienced facilitator.

I confess I didn't expect a commedia dell'arte submission! Still thinking about this one.

A totally mundane setup that turns out to be a totally bananas situation, nice! I dig that you've provided a few different takes on how to evaluate the die roll, that's interesting. 

Hot! The team/insecurity stuff is super solid. Love that you included mechanical inducements to push the players into interacting with one another.

Nice setup! I like that the bulk of "play" is really in the setup, and maybe a couple rolls when things get uncertain. 

Tight little delve! I like the puzzle elements, those are always fun. 

Super accessible. I love that the GM gets a role to play (for a while)! Nice setup, tight little system, very cool.

The physical prop aspect of this is super interesting! 

Interesting exercise! I like the structure of walking this character through several scenes, solitaire style. 

I dropped a question to you on Facebook looking for a little procedural clarification, but I like the picaresque vibe and the collaboration.

Cat adventures! This reminds me a tiny bit of No Thank You, Evil! in terms of leaning hard on fairy tale tropes and judging outcomes based on fidelity to those tropes. I really like the second half of the game too, where you invite the player to imagine what comes after the Witch. 

This is like Archipelago Lite, which is a great choice for complete noobs. I like the relatable situation, too. 

Whoa, this is really tight! One pass through to clean up some of the language around how to build your dice pools and this would be a totally playable game. Heck, I'd bust it out as a game to play while waiting in line somewhere.

That's a lot of old-school goodness packed into a teeny space. Love the tables!

Yup, this is familiar to me! I like that you've added an optional system to introduce uncertainty. I also like that it's a low-stress exploration with high-stress consequences. 

Ha, the rule sheet is a play prop! Love it. :-)

This is a good, chewy setup. I like the little bits of characterization seeded in the likes/dislikes elements. I wish I had a better idea of what to "do" with the stats, but that in itself is an interesting thing to think about.

Whoa, interesting! I dig that you center the experience on empathizing with your character's goals. Also digging that you have wiggle room when you're evaluating the strength of the character's reaction. Nifty.