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latinerd

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A member registered Nov 02, 2021 · View creator page →

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Disclaimer: I have not played this game, but I have read the full contents (and really really want to play it).

Noctis Labyrinth is a World of Dungeons adventure for a party of adventurers wandering into the titular labyrinth. Jampacked into this compact booklet are creative and unique worldbuilding , interesting factions that easily fit into the gameplay, encounters, and locations to be explored.

The worldbuilding is phenomenal. Rather than rely on long walls of expositional loredumping, the booklet wastes no time in giving the GM useful tools to use from within the world (quests, locations, factions, encounters, moves) and trusts that these tools will increment on the understanding of the world for the GM and the other players. The booklet then goes nto three different self-contained adventures in the labyrinth, it provides guidance on running a single one of these adventures or running them together for players with a lot of time or in a long-running campaign. As I read into some of the encounters later on in the third adventure, I got really excited for the world-building, mixing in science-fiction elements into a fantasy setting in a way that is just oh-so-right.

The encounters are short and compact. Each encounter is a two-page self-contained spread, easy to run without needing to scroll or flip all over the place. Short text sets the scene with text blocks providing additional lore for those who need it. Names for characters encountered are optionally provided as well if needed. The excellent layout design of the whole book is particularly evident here, giving different tiers of information in different parts of the spread that makes it especially easy to use and find what you need.

Two of the three adventures include special rules to keep the gameplay dynamic and unique, using these special rules to give the adventures their own personality and feel. While the mechanics of the game run on World of Dungeons (and you definitely should get it if you're running a game in that system), the worldbuilding, encounter narrative, and locations work very well in just about any fantasy setting and will give you excellent ideas for your campaign regardless of mechanical system. I highly recommend it.

This zine is a surrealist game exploring the workings of dreams and their everchaning nature, and what they mean to different individuals.

As a disclaimer, I've only read through the rulebook, I haven't played this game yet (although I really want to).

Optimally designed to be played as a duet (one facilitator, or Dream Master in this game and one player character) the PC embarks on a journey through the dream realms, traveling deeper and deeper to the realm in search of their objective. If attained, the PC must make their way back to the land of the awake. It is clear this is not an easy journey, but the system for resolving actions is quite simple and yet interesting, changing character stats as they go deeper into the dream realms, encouraging players to think about *why* their character is changing as they go through their journey. My one complain about the resolution system is in how actions operate under a roll-under system while saves are a roll-over system. Something about the disparity feels a bit odd to me, but maybe it feels more natural in play.

The game gives guidance on playing with more than two players - when four or more players are present, the extra players each play a different demon, characters the main characters encounter in the dream realm. While this means the extra players won't be active in the whole duration of the game, I do like that it provides that option.

This game feels great for a one or two-shot. I expect the gameplay feels a lot like "Sandman" by Neil Gaiman, with a little bit of Dante's Inferno mixed in. I think I especially am excited to try it as a supplement for an existing campaign - Should a long-running campaign need a change of pace, a character or two could end up in the dream realm searching for something. Since this zine gives great guidance on how players may encounter different dream-like places and revelations about the world, this could be a great way for Game Masters to help players explore a campaign world in a completely novel way. Additionally, it provides bigger stakes for the survival of the dreamer - do they take great pains to get out of the dream realm with their objective (risking oblivion along the way) or do they prioritize survival, knowing there is a greater world out there that they still need to exist and interact with?

I highly recommend this game to anyone looking for a wonderfully designed game with mechanics that fit the narrative superbly well. It is fairly short (I read it in one evening) but easy to grasp and full of possibilities.

Appreciate the comments :) Hope it makes your games real good!

Muchas gracias!!

Love these settings. Really excited to use them in my games, each one is unique and totally cool.