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Lari Assmuth

A member registered Jan 13, 2019 · View creator page →

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Thanks! That Voltron idea is really cool as well! :-)

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I’m not sure I’ll have time to do it, but theoretically, is it ok to submit more than one game per person?

So I was playing this really simple card game today with my kid, it’s called “Stress” in Swedish, I think it’s similar to a game called “Speed” in English. The aim of the game is to get rid of your hand as quickly as possible and you play the cards at the same time, without taking turns. I was thinking that you could maybe use a simplified version of that mechanic for a resolution system, to model something like a duel with rapiers or witty repartee or something in that vein. So maybe I’ll do a game about 18th century duelists using cards instead of dice? Unless you think it’s too out there. I think I can get the fail/partial success/full success bands dialed in, hopefully.

That sounds fun! Looking forward to seeing it.

That idea really resonates with me, Encho. I had a similar idea about a WWII submarine crew where you could basically choose to roll 1–5 dice, and you needed fives or sixes to succeed, but every 1–3 rolled gave you stress. So you’d have this risk/reward thing going on where you could push yourself but then run the risk of accumulating a lot of stress and snapping. Didn’t get around to finishing it but that kind of mechanic speaks to me. Having it be a communal pool is even better! :-)

I really like all the ones so far, and had a chuckle at the dream move about fighting gods!

Also thought of a game about street level crime where the only move is ”fronting”, some kind of variation on going aggro.

I love the idea for this jam, and I think it’ll be especially useful for someone like me, who has a tendency to (over)complicate their designs.

That said, I’d love to hear about what kind of ideas people are kicking about for this as a way to get my brain in gear.

At the moment, I’m leaning towards some kind of game where characters are fictionally the kind of people who do one thing, but the move covers something that isn’t that thing. Like... everyone is a swordfighter, but the move is about talking/opening up to people, or something like that. If that makes any sense.

Anyway, I’d love to hear what kinds of ideas people are having if y’all feel like sharing.

I'm really, really grateful for this extension. Last couple of weeks have been kinda hectic and I was bummed to realize late yesterday there was still too much left to do to make the deadline. Now Robber's Kin is finally submitted!

I also want to thank our gracious host and my fellow jamming designers! This was a really fun jam and I hope to return to another Mapemounde offering another year.

I feel like the rating system worked well to activate the community in providing feedback to each other’s games, and it felt to me like the community really rose to the occasion and provided thoughtful and considerate criticism and good encouragement. Really pleased with this whole experience.

That’s a really good point! I hadn’t considered the drive one has to play to win enough.

Your rules and the way you laid out and present your game is very clear and easy to follow. Reading it, I felt it would be easy to play and the questions you have as prompts were thematically appropriate and interesting! The only thing I foresee having problems with is doing the first person rp stuff without having a better idea about my character and their motivations etc. but I think people more used to improv wouldn't see this as problematic. All in all, I think it's a cool little game with a nice theme, kudos!

I haven't played this, but it looks really good! I agree with Sohkrates that flipping the tropes to make the monsters into the protagonists is usually a great move.

The idea of a buried underground tower is also a really poignant inversion of stereotypes, almost like something out of a Borges story or something. The low level melancholy that permeates the game is also something I'm very much on board with.

I'm also a sucker for paper textures and public domain artwork, so you got me with the layout. And I'd like to point out how great it is that you did not one but two examples of play! I really feel examples are a under-utilized teaching tool in a lot of games, and that's speaking as someone who's guilty of not using them often enough myself.

I really liked this entry. I think it's a fun idea to have the players represent chroniclers, and I think it opens up a lot of potential for creating stories about the role of historiography. This also fits really well in with the theme and goal of this jam. I like that the rules are super simple, and the variorum tables seem evocative. Definitely considering trying this out at some point with some friends.

This looks like a really fun party game! I like that it's clear you had a lot of fun writing it, the rules are clear and concise and folding the map is a really clever way of dividing the territory. The voting mechanics seem to be really fun, however I haven't had a chance to test them so it's hard to know if there are any issues with them in play. I'm wondering how much player interaction the game leads to, if you're trying to actively block some votes and persuading other players to vote for stuff that you like. Anyway, seems cool, thanks for sharing!

I'm a big fan of the tri-fold (bi-fold? idk) pamphlet format. I think there's something very pleasing about the ratio of width/height, I like the tactile nature of the folded pamphlet and the limited space means you have to think really hard about what is truly essential to the game.

That said, one of the problems with that format is that it can be a little bit hard to parse which part you are meant to read first. As a reader, I felt a bit confused here as to where to start and that meant I only got the rules properly after reading the whole pamphlet a couple of times. That said, it's not a lot of text so it's not a big problem by any means, just an observation. The fact that you have the stat blocks for the different worlds on a side that you have to fold over to meet the map was clever, but it took me some time to realize that is what you were meant to do (I think?). It also took me an embarrassingly long time to realize that the track of circles in the middle panel was the map. This probably says something about my congnitive abilities, but maybe it could be more clearly indicated on the pamphlet what is the map and how you are supposed to use the map with the stat block for the worlds? I'm also a bit confused about how exactly light lag works and how it affects play.

The game focuses pretty hard on mechanics, and that's fine of course, but I was left with a bit of uncertainty about how the game plays differently as a single person game as opposed to having more than one players. The game doesn't really tell you how to play it as a group, so it feels maybe more like a single person game where you're trying to beat the game. That is a totally valid design choice, of course, just an observation.

All in all, I really dig the theme and style of this game, there's a bit of understated humour in it as well that fits nicely. I think it seems like a fun game that you can easily carry around and play in a café or something.

Kind of echoing OrionCanning's comments, I think it seems like a fun game but some more interaction between players would, I think, make it more gripping. Maybe some kind of mechanism of holding & trading cards or resources?

As for story, I think a fruitful way of looking at it might be that you don't need to tell a story, but if you can provide interesting prompts or ask compelling questions then you create a framework for the players to imagine their own stories around. And that's something that can be done through pretty small measures - some of your card prompts already do that, like a contry suddenly falling victim to the plague and so on.

Thanks for sharing!

Keep in mind I've only read the rules, not actually played the game yet.

I love the theme and execution of this game. I feel the incredible time spans you are working with are a bold choice that make this game really stand out, and while the end is (possibly, probably) bleak, it feels downright optimistic that the game portrays humanity having such a long future ahead of us.

Your rules are clearly worded and I like that the structure of the rules document really guides the reader through it. Clearly stating goals of the game and going through the basic structure of the game up front are a big help.

I also love how much mileage it feels like you're getting out of the deck of cards, as a resource, pacing mechanism and story/character prompt. Really good use of limited playing materials, that.

My one concern was going to be that it might be hard to figure out exactly how to frame the scene and play out the challenges, but the included example challenges in the legacy of humanity sheet probably helps a lot with that.

Impressive work, thanks for sharing!

Thanks for posting the English rules, my Italian is sadly non-existant. I read through the rules but haven't had the chance to play, so bear that in mind.

I think the game has a really strong theme and voice, i really like the idea of interacting with the cardinal themes and I think the questions you have as prompts are very evocative. I also like the mechanism for interacting with the island inhabitants and the way the different factions seem to play off each other and require the PCs to get involved. It's something I'm curious to see how it works in actual play. The concept of going to place to place to interact with themes and philosophical questions and people and societies that are defined through these themes brings to mind stuff like the original Star Trek - and I mean that as a compliment. :-)

I did, at first, find some parts of the rules to be a little bit hard to get. That might have to do with the translation, but it might be that you'd benefit from writing a short description of what the structure of play looks like. Maybe something about the way a single session focuses on one island while the campaign can encompass the whole archipelago, saying something about PC actions and interactions and introducing some key concepts? There were some concepts (like value and reputation) that were introduced in questions before you explained what they were and so on, and that can make it a bit hard to follow. But I think this could all be solved by looking over the text from beginning to end with "fresh" eyes and thinking about how you could structure it or explain some things up front to make it as intuitive as possible to learn the rules.  An example of play would also, I think, be super helpful if you want to further develop this game.

One thing I didn't completely get was the way the different time disturbances affect the actual gameplay. But that might very well just be me reading that section a bit too lazily. Still, maybe worth thinking about if that is a key part of the game that you want to really emphasize then maybe it should be even more tightly integrated in play. Or otherwise, maybe think about whether it's something that you could do without and get a more tightly defined game?

Anyway, good work, I really enjoyed reading this and would consider playing this with friends so thanks for sharing!

Speaking as another lit major, I think the best way to approach grading in this context is to acknowledge that it will be a) kind of super arbitrary and b) not to be taken very seriously.


I actually liked that the time frame for this jam was kinda tight. It meant I had to constrain my concept instead of trying to throw in the kitchen sink as I sometimes feel tempted to do. 

It’s also the first time I really engaged with map games and I really liked it! It speaks to some child-like fascination with drawing and letting my imagination run wild looking at real or fictional maps.

I’m also super impressed by a lot of the submissions I saw. Will make some time to check them out in depth.

My submission is a game about community and colonization. The goal is to use an empty map and cards with made-up words, possible definitions and question prompts to build the physical and cultural space for your community. This first phase is quite similar to The Quiet Year. During the second phase of the game, a colonizing people show up and start occupying the land and taking control over the aspects you have placed on the map. Your community may be able to defend some of the aspects, but the colonizers will always take control of something.

I hope someone finds this inspiring! Feedback is always welcome. :-)

This is some impressive design work right here!

Spent the last two days thinking about a game about language and territory where you play a people being colonized. I’ve cribbed a lot from Avery Alder’s “A Quiet Year” and Thorny Games’ “Dialect”.

In the first phase, you make your culture by drawing cards containing words and some possible meanings for the word. You choose one meaning and place the thing on a map.

In the second phase the intruders show up and start taking over the things, and substituting your language and culture for their own.

The Service
Gritty Cold War espionage in the UK

The Service is a love letter to  espionage stories such as Le Carré, Len Deighton and The Sandbaggers. Drab, dreary and morally gray stories about well-trained but very human intelligence officers trying to deal with crises in every corner of the post-colonial Cold War world as well as trying to cope with their own stress and alienation.

At the moment, there's a playtest kit (version 0.9), and I'm very interested in any kind of feedback. You can find me here on, on the Apocalypse World channel in Discord and on