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Euan

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

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That's kind of you to say. Thanks for taking the time to have a read through it!

The thought was that it's up to the player to decide, but I put the arrival event at the end of the list to imply that they might want to try some of the others first. I agree that it's a little unclear - that's really helpful feedback. Thank you!

It's a lovely idea!

That makes a lot of sense about the result staying constant even when the dice change. Very neat.

This is really interesting. I love that the game integrates with the real world via the use of mapping tools. That instantly adds such a large amount of immersion, and the cards are really well thought-out and add to that even more. Very cool.

This is such a fun concept! It might be worth emphasising that players need to find an online news for the game. I was a bit confused about that at first (then again, this might just be me being dumb!).

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!

Really fun idea! It might be nice to explain what the Body, Aura and Mind stats mean for people newer to games like this? Especially Aura, which is quite unusual. I like the way Heath and Power Supply are calculated from the base stats – that's a neat solution.

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.

This is such a great concept. One of the reasons I'm not a fan of war games is that you need to spend an hour setting up all the hundreds of pieces. A mini version is much more interesting!

Oh damn. This is great. It could even form part of the character creation process for a longer-form game. It's incredibly evocative.

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.

Such a fun concept! Love that players can pull from various game bestiaries.

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!).

Love the phrase 'the whims of the trail'! Quick question: What is the starting health of each of the party members?

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?

Such a great theme and writing! It's always fun to play something where everyone instantly gets the vibe. Also glad you included a Steps to Play at the end - they're always so helpful, and I wish all games did it.

Interesting adaptation of the source material! The time of day system is a nice touch.

This really makes the point that you don't need much to run a TTRPG! Not even a TT, in this case...

Oh the setup and theme for this is absolutely perfect. Immediately evocative. I'm very tempted to hack this directly into the next game of Mothership I run.

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?

The theming of this is so well done and the idea that you begin by hating your co-pilot is such a mood. Having a player roll Lucky for their Vibe might be a bit OP, but I love all the other mechanics and random tables.

Oh dang. An entire system! Nice work. A couple of quick questions: 

Is a Critical Success only on a 10 or is a 10 or more?
What happens when people roll the same number when deciding turn order?

Such a fun idea for a game. Really makes the point that TTRPGs can be so many things.

The theme of this game is so strong! Super impressive that you fit an entire statted system into a pamphlet and it doesn't feel too squashed in. The death mechanic taking with it either the Conduit or Companion is a really smart piece of design.

This is great. I like the theming of the Warm and Cold actions a lot -- that works really nicely with the cinematic theme. And I don't think I've seen a solo L&F game before. It seems to work really nicely.

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 a really intriguing concept! And I love the 'push your luck' mechanic with the drawing of additional cards.

This is such a great L&F hack, and the art fits perfectly. A lovely mashup of your two inspirations!

Glad to hear it! 😄

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!

Love the gambling/chance theme that runs throughout the game!

Momentum is such a core aspect of playing (and especially running) games, so it's fascinating to see it turned into an actual mechanic. It's so well conceived that I feel like you could very easily pluck out that core system and insert it into many other games to give them a twist!

That's really appreciated. It's a balancing act, for sure.