This is so cute! It feels so rewarding to finish each level.
Recent community posts
I started playing this game with a friend of mine who lives overseas and enjoys penning hand-written letters. She enjoys stories with a bit of melancholy, and has been intrigued with the concept of role-play for a long time. I figured this game would be a perfect fit, as she has a busy schedule and our time zone differences make it difficult to video chat for a long period of time. We haven't finished playing the game yet, but I find myself intrigued and inspired every time I recieve a letter. This has definitely added something new to our letter-writing experience. Thank you.
I ran this game for the group and I found the random tables very helpful for giving the group a direction to go in. I think it works for my more adversarial players, but it seems that my group is a little too used to teamwork to switch to throwing each-other under the bus. The ending had a nice little twist though, I think they appreciated that! I know for a fact they enjoyed giving their players ridiculous hobbies: one of our players was a spy with a humungous hat collection - the bane of the crew's existence, and yet the reason they ended up succeeding in the end.
I'm really hoping I can find a way to pick this game up again. I managed to put together a character creation session with some players on a free night, and we got as far as creating the world and a few obstacles, but we didn't get into the meat of the play. I know now that there's too much setup to really run it as a one-shot, but I like the potential in it for world-building.
This was the first solo RPG I played. I found it eerie and haunting, and pulling me in to play more solo games. I anticipated every card I drew, and I think it would also serve as a great way to set up a location and mystery for adventurers in a group game to stumble upon at some point in their travels. I'd hand out pieces of the journal for them to try and figure out what happened, and use some of the prompts to design books for them to pick up and bring with them as they travel on to the next place. I'd be interested in using it for games that are all about exploring worlds where civilizations have already come and gone.
I found out about this game from Fandible a few years ago. When I found it hanging out inside the Racial Justice and Equality Bundle, I downloaded it immediately! I've run it twice so far, with so much enthusiasm from my players each time. There's so much silliness to be had, so many different characters to romance, and oh so many puns. We still mention Goat Danny and Chri-spear-na Aguilara every once in a while, and I have a feeling that more Goth games are in our future.
One of my friends ran this game for us last month. I enjoyed the fact that character creation was super easy, and we had a lot of fun snooping around town trying to find clues. Finding four clues was a bit difficult to do in the four hours we had, but I think it serves as a great introduction to roleplaying for anyone who hasn't done it before.
I ran this game for some friends over a year ago, with some friends who just needed a small game in between midterms and projects. They ADORED it and I have a few who are excited about visiting Petal Paladins next. We created a greenhouse where we are hoping all of the different plant classes will partake in adventures, and I may have set up some lore about a daisy that will (hopefully) be revisited when we finally pick up the next plant game. Thank you for such a cozy, cute, and altogether wholesome experience!
I mentioned this game to a friend of mine and they ran it for a group of friends at a local pub. They said it was great fun! They were concerned about replay-ability, but it was not a hard sell in the slightest.
I ran this before I got the full document and my players were enthusiastic about the amount of choices that were available to them in terms of how they wanted to fight back and the different ways they could tackle a problem. I find tracking the rebels, the masks and the clocks of the enemy factions a bit hard to juggle, but I'm also terribly new at Forged Games. I'd like to really get into the meat of Forged mechanics before I pass any further judgement, but I am IN LOVE with this concept.
I really like the idea that the players are part of constructing the phenomenon. It takes a lot of work off of my plate as a GM, and it gives me the freedom to give the players a bit of what they're looking for. I hope that if I run this again, I get a chance to use the NPC's to greater effect.
I used this with the Street Magic game and it works beautifully. My fellow players also appreciate having an oracle that boosts their imagination when they're not entirely sure what to add to the world.
I played this game with some friends of mine a few weeks ago! It was a beautiful little adventure, although I found that my unfamiliarity with the Kids & _____ systems was a bit of a hindrance. I think there are some rules that exist in the Kids and Bikes game that must not be in this book, and as a result we had a hard time achieving success sometimes.
When it comes to the game itself, we loved the questions about relationships with characters known and unknown. We also enjoyed the flexibility of the Tropes! (Our Witch was a cook whose familiar was a hovering cloud of spaghetti!) We had created a setting using a worldbuilding game, and used the questions provided with this playbook to set some basic themes for the world-building game.
I think it would be pretty easy to get my friends to come back to this game, as long as I read up on some ways to make it easier for the players to succeed first.