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katamoiran

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A member registered Jun 15, 2019 · View creator page →

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Yes, as long as you have that problem ("I'm Arrogant") you get your dice to spend (I'd suggest spending all, then refilling, rather than topping off), and yes, you'd get more as it gets "worse". For Arrogant, as part of Praxis it represents your approach to a situation, so I envision one where you're arrogant and it *works* for you; the villain backs down, surrenders, throws themselves on your mercy... now you've redeemed them! What else could you accomplish-- with them by your side, telling you exactly what you want to hear. Balance and costs in soloing are just so subjective! The idea I was pursuing is that your character's "usual approach" to the problem works for them when they're fighting fires, but doesn't work positively for them in the long-term; a character who has 3 in Arrogant is going to be very unlikable in a lot of ways, and set themselves up for an eventual fall.

Yes! I actually do not distinguish in play between "player" and "character" when I'm using it. Pettish (the updated version I posted a bit ago) is even more geared that way; you can still use it as a "backend" to have imaginary players but really, it's just about how much bookkeeping you want to do. Hope that helps, and have fun! :)

My first thought is to invert it, or take it to an unhappy extreme. Say you get "endure"; you're so stoic you refuse to admit anything's wrong. You're locked off. You're cold. Perhaps you refuse to accept anyone else's failures or flaws. I think that was the intent; I may also have made a typo, and I'll definitely review. Happy holidays!!!

I am so glad it's working for you so well! Makes me so happy for you; it's your discipline that's got you in that chair every day, your passion! Here's to many more words, and a very happy holidays! :)

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As far as I know, it's never been demo'd in a video. And yes, I use it frequently when I'm running a duet of characters (usually using a light system like World of Dungeons or my Remix of it) and I don't want to "make a call" for what the hero does --- it's really fun to be surprised. By default it's weighted towards "act heroically", "do the expected thing", and "demonstrate a strength", which is what you'd probably choose for the character anyway, so you can also mix it up there by rearranging the agenda table.

Thanks for the kind words! I am so glad you had fun. :)

Oh, thank you! I'll do a proof pass and fix that later today.

Oo, interesting idea. It should work just fine, in fact, part of my impetus for creating PET in the first place was "you can't solo stuff like Archipelago... can you?" But I was never perfectly satisfied with the robustness of the emulation; by shifting to trends over time instead of a flatter result it is less direct but more lifelike (I think!).

I wish I could think of more titles along this line, and to be honest I've always been surprised there weren't more. My hope is folks get inspired by this revision ("I hate where she's taken this!" or "I love this new direction!") and make stuff that riffs (or rejects)!

Oo, good idea! I'll see what I can do; I was picturing it as a "to taste" set of the tools I use most often ("Oh, that result on A doesn't inspire, I'll try B") so it might be more "one example" than anything else, but I'll try!

It's entirely feasible to drop most of the mechanics, especially those that don't appeal to you or feel like too much bookkeeping; I personally only use the core table, and in the revision I'm working on I refocus primarily on that.  If you scroll down in the comments you'll see some examples of how other folks have used this. Have fun!

The regular is slightly bigger (6x9 ish) for style & ratio; the halfletter is just easier to print at home. Same in all other respects! And no character sheet, though you should be able to use the one from World of Dungeons here https://johnharper.itch.io/world-of-dungeons. Have fun!

Oh, I'm so glad it worked out well! And yeah, I feel the same; I'm practically obsessed with it. :D

Oo, that's tricky. Apologies if this is too basic advice, but what I'll usually do is use a program like Quantum Elephant's bookbinder on the half-letter pdf to handle the imposition. I know pdf readers will usually have a way of arranging pages as a "booklet" in the printing settings, along with duplexing, but I've never tried it!

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Oh, sure (and aww!). The easiest option is Staples or Office Depot; the half-letter version is set up for printing through a service on letter sized paper and I've had report from folks that both companies worked fine. Home printing is a little more complicated, as you have to rearrange the pages. I'm working on getting a proof from drivethru, too, if that helps, though no real eta there yet.

Yeah!!! Someone mentioned it to me and I was like... whoa. SWM is genius! The character generation (where you pick an item, image, or thing and build from it) is great, too, and could easily be used with Calypso. Oh, you might also make a prefab list of situations/events (look in the back of Six, there's a big table, like "someone taking a bath" or "a birthday party") that you have vague ideas of how you'd run and roll on that to seed your scenes. Kind of a push pull deal -- the prefab list seeds the scene & the motif list drives it.

Oh, good question, and that sounds so fun!!! I think the prep work you're doing is really solid and a good idea. My first immediate thought on pacing to use one of the simpler alternate frames; the Beats frame is more or less how I game routinely now, whatever system I'm using -- it has seven "scenes" with specific notes to hit with one of those scenes repeatable several times if you have more time/want to demonstrate more of your chosen framing, meaning I end up with about nine or ten scenes, usually. The Point Buy frame also has a "repeated" scene you could reduce to running just once; it's more uncertain because how fast you move through it is predicated on your successes and failures, but has the advantage of being a bit less particular about what you "show" in each scene. 

Another option, more experimental, very simple, and I think inspired by Swords Without Master, would be to leverage your Motifs directly for a "snappy" and "tight" experience. Make just one d6 list (or one list each), add to it quickly (maybe even make a rule that every roll failure is a new motif). Once you fill the list up, stop adding and start playing each motif in turn as a callback, event, or re-contextualizing of the original events. When you've included or resolved six you're done. That of course relies a whole lot more on your scene framing tools and interpreting them quickly; I personally find I devote more time to setup/framing than to playing so I tend to build in a lot of tools to handle that aspect, probably even too many!

Aw, thank you! I'm glad you're having fun with it, here is one of the revised version that I was linked a few days ago, looks very neat. There've been a few kicking around but with the first wave of blog shutdowns after the G+ demise (wow, that was so long ago!) I haven't kept track, I'm afraid.

Oh, thank you for sharing! What fun!

Oh! My apologies on the delay in responding here, we're winding down summer.  The "genre appropriate" part is intended to be repeated at each benchmark (30, 40, etc) with a new event each time; it's the "build up" and "plot thickening" part of the game, where your character demonstrates who they are. Think the part of a detective novel where the detective is (one) interrogating a witness and finds a flyer for a bar, then (two)  goes to that bar to find a clue that points to their client, then (three) confronts the client at the manor but they're (gasp) dead. Each is very much an event that is genre appropriate/tropey, but the order is open for you to tailor to your genre and your story, based on what's already happened.

Yeah!!! It's so satisfying when all the pieces conspire to make you do the hard thing or the exciting thing, not the easy thing, haha. And yeah, you're spot on, it's all about the story you want to model and the way you'll personally get there! 

Yep, I usually cancel out 1 for 1 -- it's a very additive & subtractive system (comparatively). Ultimately I'd say (with the benefit of hindsight/more play that's drifted) that looking at the fiction first ("which of these aspects is really the most important to model? impacts this moment most?") is the quickest/easiest bet, but there's a certain satisfaction from assessing all the details and letting them model what happens, too.

I'll add it to the errata/to do, thank you so much for the feedback! And welcome to the hobby. :)

You start with an empty 6x6 grid, seed it in the pre-game, and fill it in fully as you go. You can definitely seed it up front with things that occur to you in character generation, or just roll straight on one of the given Motif charts if you feel like yours isn't ready to roll on! Usually I'll do that if I have fewer than 6 to work with, but most often I don't need to dip into it much for the first scene or two, and those provide a lot more motifs to work with. Hope that helps! :)

if comments · Replied to Yggie in if comments

Oh, thank you! :)

Hey, congrats!!! Tables look super useful!

Glad to hear it! I also found I couldn't stop churning out cool ideas with it-- it's fascinating how it just seems to come together. Have fun and happy holidays!

Awww, thank you so much! I'm so pleased to hear you enjoyed it!

None of my own, but I found this through redditThe Gardens of Ynn & PET

... and I'm absolutely delighted someone enjoyed it that much! Ha. Never thought to google it before.

Fun will happen! :D It should be all really compatible. I tend to use Mythic's oracle more than the full framework, but PET is intended to be usable in full or in part, with whatever systems and add-ons you please (with a little experience and tweaking).

If it's to mark up and play on the spreads, copy paper should work, no problem. The stiffer outer shell is just to serve as a "folder" for the spreads, which are ordered to be kept loose/unstapled for duet play, so any heavier paper should work fine there! 

Fixed some reported resolution issues; file size went up. :/ Also fixed up a table that I wasn't satisfied with, made some typo fixes, and added a few more peeps to the acknowledgements list up front.