That's kind of you to say. Thanks for taking the time to have a read through it!
Euan
Creator of
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Love the concept for this game so much. My favourite one-pagers are always hyper specific and this is a perfect example. I can feel your experience with the traffic in Istanbul through the page. 😄 And not only that, but the game itself is so clearly explained. You had a busy time working on all these games for the jam!
This is a lot of fun. Is the D6 roll in the room creation section there to decide the order for the players to describe the rooms? It might also be nice to give an example of one round of play for players who are not used to this kind of rules-light game, especially when it comes to finding/destroying evidence, as the process for that isn't 100% clear at first read. I'm assuming Perception roll against a certain DC? A really intriguing system here.
OK so now I need to be a part of a knitting circle who have to complete a heist...
This is all very cool. It's a tiny thing to focus on, but I love that you gave GM advance for addressing the squad's fatal flaws. It's super easy to add these details during character creation, but way harder to actually implement them, especially in a short form game.
Everything about this has such a vibe! The rules and mechanics are really clear (and clearly well thought-out), and it sits in that really nice space in-between TTRPGs and (punk as hell) board games. Also, I love that the rules are hand-written – it really gives it that extra hit of nostalgic energy.
This is so well written and thought-through! The roll-under with success on a 1 or 2 is really interesting. What made you decide on that as a system? It makes a bunch of intuitive sense, but is quite unusual since many people think big number = good.
It's really nice to see more and more games include a section on the role of the GM. It makes the hobby so much more welcoming to new people, especially when (like you) designers emphasise the wonderful concept of failing forward.
I also love that the core conceit of body swapping doesn't stop at the initial framing of the game, but can happen in-play, too. That's a lot of fun.
But really, it's super impressive!
This looks like a lot of fun, and it has a neat implementation of the stress/panic systems that often works so well with the right players. I also love the layout, with the metro stops marking the subheaders. A very neat touch. One tiny thing that might be worth emphasising is that the players can use any transit map. I was a bit confused until I read through again, as I'd skimmed over it in the 'what you need to play' section (this may be more of a me issue, I realise!).
Oh you definitely should! I'd suggest just trying it as-is, and seeing what naturally feels like you need to add. You mind end up removing stuff in the end. Maybe even simplifying the Ability descriptions to the first sentence, etc. But perhaps just see how it works as it is in the new format first off?
This is really interesting. I love TTRPGs that portray a different view of our experience of everyday life. I could see this being used by a player who wanted to roleplay someone with social anxiety within a larger game, using this within their social interactions as part of the larger game. One thought: It might be worth adding something about safety tools at the beginning for anyone for whom this might be triggering?
This is so well done! I made a colony ship game too, and but I love how you gamified the passing of huge amounts of time in so many different ways. The 'Long Journey' table with the decades is so visual and the route to each of the possible endings is very compelling.
Just one rules question: When you're marking your complications, can you chose which specific track gets a box ticked?
This is such an inventive game. I love the physical aspect of the layout of the cards visualising the journey, complete with junctions. The fact that it works so seamlessly with this theme, as well as the other one you had for the work-in-progress, shows how robust the system is. It's on the to-play pile!
I've always been meaning to investigate Belonging Outside Belonging, so it's lovely to see a on-page version to give a sense of what's involved. The movement of tokens through Strong and Weak Moves is such an elegant concept, and your writing is equally well balanced, in terms of how much detail it gives. Very curious to try this one.
OK, first of all, it's so nice that the pamphlet is also the board. I've always been vaguely aware of miniature games, but have zero interest in collecting the tens or even hundreds of small pieces of plastic you need to begin. A simplified, but still satisfyingly complex-looking version of the concept looks right up my street and the rules of Invocation of a Squealing God (incredible title) is so clearly explained. It reminds me a little of the videogame Into the Breach, which I mean as a massive compliment! One question: What does the single dot on the Room Layout diagram represent?
This is such a nice combination of narrative journaling and dice-rolling randomness. I've actually never played Yahtzee, so you might like to know that your writing and design is super clear to someone like me! I love that it also has a push-your-luck mechanic with the Journey rerolls. Always so tempting... Oh, and just for info, there is a tiny typo at the beginning of 'The Ending' section ("IThe").
There's so much going on here! I really like that it takes a step back from the typical street-level, single-person approach of most cyberpunk games by letting you run things as the Spider. It reminds me quite a bit (in approach, rather than specific mechanics) of the in-between heist moments in Blades in the Dark, when you have to make those higher-level decisions about your crew. Very clear design and writing, too. Love all the random tables!