Three years later, this is still my favorite Three Houses fanwork! It's one of the purest expressions I've seen of how much Three Houses, the Black Eagles, and Edelgard in particular mean to people (me included) - the whole VN is overflowing with love for the source material.
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You'd think that creating an elaborate, twisting mystery/courtroom plot takes a lot of planning. Apparently not--my group played this and the story was incredible, even though we were all making it up on the spot. It really did feel like something out of Phoenix Wright, a complex web unfolding piece by piece.
I played this game years ago, but I still think about it all the time, and eventually I decided to come back and comment. I haven't played anything else since that combines such beautiful, mind-bending art and worldbuilding with such an intensely personal story. I could say a lot more, but I'll stick to just: thank you for making this game, and for holding nothing back.
Tired: The Yakuza games are about crime drama.
Wired: The Yakuza games are about getting pulled into dozens of side-stories about helping out regular people.
Inspired: What if we did both, but made the crime drama explicitly about fighting for the folks from the side-stories, rather than defending the honor of the Tojo Clan or whatever?
Needless to say, this is my new favorite take on the series! I love tabletop adaptations of video games that, rather than trying to blindly replicate the original, really get at why the games emotionally resonate with us.
I've been waiting for a game like this since I first read a Let's Play of Trails in the Sky! The best PbtA games are ones that go all-in on emulating a specific genre, and Shepherds uses the framework to make a game that perfectly captures the Trails experience, whether that's having a separate advancement track for growing into a mentor, "defeating" most recurring villains by eventually talking them down, or earning a title that will be used every time you walk into a room. It's also the first PbtA game I've seen that doesn't use playbooks at all, giving everyone the same moves and using character archetypes purely for storytelling purposes, which is really interesting.
I love this! I feel like I could run any one of these, without prep, and my group would have a great time with it - which is exactly what I'm looking for from a prewritten adventure (or 15).
Grant has made a lot of incredible games, but this one might be my absolute favorite. The rules are so evocative that the scenarios practically write themselves - which also means you can play this GMless with no difficulty. And the results are always hilarious.
I have a love-hate relationship with isekais, so this seems like a lot of fun! One thing I'm confused by: "After that, each player writes down every Talent that every other player is either Known For or Terrible At on their sheet. They may assign a d10 to one of these; if they do, they must assign a d6 to another one. All other Talents are rated at d8." Could you give an example of this?
I love this game's main mechanic! It's simple and elegant, while still allowing characters to specialize in a way that sets them apart from each other. Setting the default DC low helps make players feel powerful when they use their characters' specialties, while still giving an untrained character a decent chance at success. It seems great for introducing new players to roleplaying, too.
If I had any complaints, it would be the use of HP for monsters. Some action types seem like they would deplete HP (Fight), and some don't (the examples for Sneaky and Knowledge), and the book doesn't give the GM any guidelines for what to do if a move doesn't deplete HP. I can imagine an alternative system with something like "this monster takes 5 successful rolls to defeat" instead.
This is one of my new favorite visual novels, despite only being about 10 minutes long. It has exactly one thing to convey, and it does it brilliantly. Nothing is wasted - the sound and visuals all speak to how it feels when others find your lived reality to be inconvenient or awkward.
I can't wait to try this out! I love Castlevania, I love this spin on it, and I love the game concept of the cycle repeating across generations. That does leave me with a question, though: how does a campaign end?
Fantastic solo system! I've seen a lot of solo games on Itch.io, but what makes this one and Flee the Flood unique is how open-ended they are - because they don't rely on specific journaling prompts for each card, the rules can be adapted to any story with rising stakes, as long as you come up with new things for each suit and each face to refer to.
One thing I'm curious about: is there any reason the Threat is laid out in a specific way? From what I understand, you lose when you have a full set of 2 through 10, regardless of the shape they're in.
For potential readers: This book is about anxiety, feeling comfortable in your own body, and having people in your life who love and support you for who you are. Despite the maid outfits, it is NOT about master/servant relationships, or the thrill of submission, or power dynamics at all—the book could have just as easily focused on any other women’s work uniform.
Personally, I’m a little disappointed that that angle wasn’t there, but that’s my fault for bringing the wrong assumptions to the book. It was a fun read, and I loved the ending.