It's always so good to see these kinds of ideas applied to TTRPGs. And making it as a zine is always great to see -- I should do that more often!
Euan
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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?