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Dissonance

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A member registered Mar 02, 2019 · View creator page →

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They might, though remember a player needn’t justify a failure due beyond the idea that it makes a roll more interesting.


Primarily they put a limit on how much violence an Agent can participate in. Each slot can only hold a single injury and a level three injury takes you out of the action without immediate treatment so they act to encourage players to seek more clever or non-violent ends to an operation. If you’re The Handler, don’t be afraid to threaten players with very serious injuries if they partake in violence.


As for the flashbacks: I’ve found them to be much more interesting in Playtest than the previous resource mechanic. They allow players to explore how they feel about horrific events on a personal level and flesh out their characters before they die horrible deaths, which makes the bad things that happen to them all that much more awful.


(and thanks for the typo, I’m currently editing this doc a bit to get ready for a potential print on demand version so I’m actively doing editing and revision of the docs over this next week!)

Correct on the previous version. It should now say 1. That you can activate an At Home scene by marking an Anchor in two places:





PS: I added a clarification to the character creation section under “Anchors.”

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The rule has been changed! It's a brief rule now, but an improved one:

PG. 14, At Home Scenes

"At home scenes are activated in one of two ways:

Once, after a mission.

Or when Agents mark an Anchor."

In a future revision I'll consider making a reference to this rule in the anchor section!

Crossing an Anchor allows you to play out any of the At Home Scenes (though repairing an anchor would be a bit recursive) so long as you include them in some way!


Presumedly they are a big part of your Agents life, so bringing them up in therapy, having them visit you in the hospital, or being an important part of your self care are all pretty likely.

Thank you so much!


To answer your question: No, Insight is permanent and acts as a sort of marker for how far gone your Agent is. In general, depending on the operation, Agents should face a lot fewer Insight checks than Stress checks, though.


That said, if you prefer Cthulhu Darks suppression rules there’s no reason you couldn’t tack them on for Insight checks and I do have plans for some more optional rules along these lines in a future supplement.

Mnemonic is a fantastic game that will have you thinking about your character in ways no other game can. A must play.

The characters, writing, and setting material for this system neutral supplement  are enchanting. Don't miss out.

Beautiful design

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For any participants wanting to take a look at Saviors of Hogtown, just toss me a DM on Twitter with a link to your own game or at Arsenic7@gmail.com and I’d be happy to offer you a download link.

Honestly this extension could be good for the entire jam. I and another creator noticed a bit less energy for new releases in the indy game sphere outside GenCon.

I’ve just released my biggest tabletop product yet as part of 2019’s Dream Jam!

Saviors of Hogtown and Other Stories is a supplement and adventure starter for Dungeon World.

The 40 page pdf follows in the footsteps of Funnel World (by our own Jason Lutes) as it explores the “funnel” style of character creation with new rules and context.

Each of the three adventures serves as a jumping off point for a cadre of villagers-come-adventurers as they tackle quests well above their station or strive to save their own bacon.

Oh, and did I mention it features some amazing hand drawn art by Al Lukehart?

https://moth-lands.itch.io/saviors-of-hogtown

Happy to answer any questions about the project. 

💖 Justin

I’ve just released my biggest tabletop product yet as part of 2019’s Dream Jam!

Saviors of Hogtown and Other Stories is a supplement and adventure starter for Dungeon World.

The 40 page pdf follows in the footsteps of Funnel World (by our own Jason Lutes) as it explores the “funnel” style of character creation with new rules and context.

Each of the three adventures serves as a jumping off point for a cadre of villagers-come-adventurers as they tackle quests well above their station or strive to save their own bacon.

Oh, and did I mention it features some amazing hand drawn art by Al Lukehart?

https://moth-lands.itch.io/saviors-of-hogtown

Happy to answer any questions about the project. 

💖 Justin

Saviors of Hogtown is nearing completion!

Saviors is a supplement slash adventure pack for Dungeon World. It’s also my first foray into using professional layout software and the first project I’ve done in collaboration with an artist. Here is the front page teaser for the titular adventure!


Hey, Justin here in Seattle.

I came across Dream Jam in my twitter feed after participating in some of the conversations surrounding Sworddream and what it meant to each of us. I suppose I wanted to have a say in that conversation by way of design! Sworddream, to me, represents a more conscientious creation process that considers the players as people and not just ambiguous “gamers.”

As for my own Sworddream? It’s nearing completion and I’ll be posting it here, soon. Personally, I wanted to begin with an homage to a game that’s brought me a lot of joy over the years, Dungeon World, and craft a supplement that, I hope, will give people a good starting point to embark on their own adventures in that world ✨


Look for Saviors if Hogtown soon.

I’m working on a series of three funnel adventures for Dungeon World. The project is inspired by the Funnel World supplement, by Jason Lutes, and includes my own rules for creating level 0 villagers, random tables, optional tools, and three scenarios to kick off the adventure.

I’d absolutely love to participate in this incentive my game is posted!

Troika’s aesthetic combines  classic dungeon delving tropes with the surreal to create something that really tickles my creativity. Check it out!

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Cthulhu Dark-Green builds upon the excellent Cthulhu Dark system, offering campaign play and modified rules for playing Agents of The Organization.

Cooperate to cover up evidence of the supernatural from a vulnerable public and grapple with the internal conflict between your duty to the mission and to yourself.

Get a free rules preview and download the full playtest here: https://moth-lands.itch.io/cthulhu-dark-green



Moth-Light

A dramatic science-fiction adventure game that center’s questions of trust and conviction.

https://moth-lands.itch.io/moth-light

Plagued by giant arthropods known as Moths, the clans of The Twilight struggle to survive, searching the ruins of their Predecessors for the tools, or auger, that will reshape their world.

Moth-Light is inspired by classic adventure fiction as well as rag-tag science fiction stories and strives to facilitate a story rich with interplayer drama, social intrigue, dramatic action, and hope for a better future.

Moth-Light features many calculated revisions to the popular Forged in the Dark formula including but not limited to:

A revamped action system.

The introduction of Strings as an important interpersonal player resource.

Guidelines on how to interpret post-fall tech in your game.

Instructions on how to craft Pacts, Promises, and Vows.

The introduction of “Devil’s Die.”

Six basic playbooks in booklet format including:

     The Mouse: A Sneak-Thief

     The Favorite: A Charismatic Diplomat

     The Hunter: A Tracker and Guide

     The Recluse: A Philosopher and Engineer

     The Spear: A Martial Warrior

     The Will: A Spiritual Adept

And two special playbooks:

     The Shell: A Lost Soul Preserved in Steel

     The Heart: A Bright Young Soul, bound by a Sacred Duty

If you’d like to learn more, check out the project or feel free to hit me up in DMs or on Twitter @MothLands ✨

Happy to provide more details

To pinpoint one difference I love:

In FitD games the basic mechanisms for action are more consensual than in PbtA games. I’m BitD, consequences are known (or mostly known) before the roll, whereas in PbtA there is an element of surprise to failures that has its own highs and lows.

One result of this: GMs have the opportunity to flirt with failure  in FitD games, even if that roll is ultimately a success.

I like a lot of things in BitD, but I’ll choose just one to focus on:

I really love the back and forth that happens during “the conversation.” I love how it encourages player creativity, how it plays with time, and how it allows GMs to broadcast threats that never actually occur.

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The first thing I took out for Moth-Light was Coin. Money didn’t really serve a purpose in a game focused on a post-fall clan-based society, but I also knew I wanted to do something really different with the games economy, which is how Strings got added to the mix.

The second element to go was the randomized stress cost of Resistance. This begin as a way to reduce the already minuscule level of math in the game (Resistance is only common procedure that include an element of arithmetic) and that actually lead to some really cool changes to the rolling system that leave it feeling familiar but also unique.

Other things cascaded from those changes, including the removal of Armor as it operates in standard Blades and the reduction of Action Dice to their associated Attribute rating.

I only just recently joined itchio but my third and latest title was submitted for the WizJam: 

 Welcome to Skryndr is a bombastic game about unloveable beings seeking out the aid of wizards to intervene on their behalf.

Players role-play dates and take turns acting as magical matchmakers for their clients, seeking to acquire the enviable accomplishment of a FIVE STAR RATING✨.

All you need to play are some notecards, pencils, and a standard deck of playing cards.

And remember, magic is meant to be your friend, practice consent in all things 💖

Hey! I’m Dissonance. I’m ttrpg designer, GM, and player whose been hacking and designing as a way to understand my favorite games better. My experience with the vibrant indie-rpg scene inspired me to take up the task of getting my own games out there for others to enjoy.


My perspective: I’m a microbiologist, a relationship anarchist, a polyamorous person, a lover story and of systems. I like to help others grow and share what I’ve learnes with my fellow aspiring designers.


You can find me here and @MothLands on Twitter.