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mothteeth

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A member registered Jul 01, 2015 · View creator page →

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Hi :) I'm glad you're enjoying it! I always hope for the game to be played in a very freeform and open ended way, where you are free to branch out from the core gameloop and go on flights of fancy and imaginative play. The origin gifts are there to help add colour and flavour to your first steps in the game, to hint at the possible past of your character, and give you something to riff on, imaginatively. My hope is that players may find ways to incorporate them into the events that occur for them within their play sessions. They aren't so much mechanical features of the game, but more like freeform elements that you can make use of if it makes sense for you. If you'd like to learn more about my approach to freeform roleplaying, you might be interested in my Freeform Solo Roleplaying Guide, which is also available for free here on Itch.io. 

Since creating Of Moon and Leaf, I've become more and more oriented toward this freeform style, where almost everything is about immersion, imagination, and narrative potential. The lack of mechanics and rules can sometimes be strange for players who are used to more rules-based gameplay. My focus is more on stimulating the creative imagination, and helping people discover their own vision of another world. 

Thanks for playing! :)

Thanks :)

Hi :) Thanks for the kind words. I appreciate the encouragement, and I'm glad you like the guide. 

I like nice simple dice mechanics like the one you described, thanks for sharing. I tend to use different kinds of dice rolls on any given day, depending on what mood I'm in or which dice I happen to have sitting in front of me (or, more often than not, which indie games I've recently read). I have a bit of a preference for d10 because I just find percentages so straightforward to think about, but I love the simplicity cozy familiarity of six sided dice almost as much.

I'm going to drop a totally unsolicited recommendation on you. Wightbred's "Named" - https://wightbred.itch.io/named I mention it partly because it might interest you if you like the ideas you found here, and also it has a quite interesting d6 based dice mechanic that allows rerolls with amplified consequences. 

Happy gaming, and thanks for saying Hi :)

Thanks for the feedback :) I am definitely intending to release an expanded version of the text in future, so I really appreciate your comments. Cheers!

This is fantastic! So many flavoursome and varied tables! I love this! Thank you :)

I had a very enjoyable play session with this game. I found myself telling a rather dark Gothic tale about a murdered lover co-haunting the crumbling ruins of an old estate, with the ghost of the spoiled, impetuous Lordling who murdered me. Quite an intriguing scenario of supernatural tension.

As my own play style becomes more and more freeform, I find myself most interested in the tables and prompts that a game provides. The situations, events, and characters suggested by the prompts in this game are rich, and also darkly emotive. There are some heavy themes to explore here. I think that this game has the potential to function as a kind of psychotherapeutic exercise, by providing an imaginative environment in which to process difficult emotions and themes. Games like this show how much unexplored potential there is in the field of roleplaying game design. It's a challenge to the player, to confront unsettling thoughts and feelings.

A game can mean much more to the player than mere entertainment, and this game felt like it became a kind of personal exploration. The themes may not resonate with everyone, but for the right person at the right time I think it has the potential to be a profound experience.

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Hello again, @StoryWyrm :) I just thought you might like to know that the game has now been translated into French. I hope you and your friends enjoy it :)

We did it! Thank you for all your fantastic hard work, Erell! The French edition looks beautiful. I love knowing that a new French-speaking audience can enjoy the game now. 

In a way its just a re-expression of what nearly all rpg games are doing, but I find that thinking in percentages is just really logical and direct. Why do math or look stuff up on tables when you can just say, directly, what the odds are, and how stats and modifiers change those odds? It works well for freeform / fkr style of play, where you need to improvise the odds, or make things up on the fly. The goal with this was really just to make something simple enough that you can just learn and remember it with little effort, and never have to look anything up. 

Thanks for the comment :)

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That's awesome, thanks for doing that! I'll add it to the doc, cheers!
EDIT: Added to the document, with credit. Thanks again :)

Thank you! It is very heartwarming to hear that you are having a good experience with the game.  :) Words like Cozy and Accessible are just what I had in mind when I made it, so I'm glad it works, and so happy to help you get into this fun hobby.  There's so much amazing roleplaying content around, even just in this little niche of solo / journaling games, so you're in for a treat :)

The answer is really, "it's up to you," but for myself I like to think that I would remember the place where the plant grows, and be able to return there. Feel free to introduce your own rules. In solo roleplaying I often use a freeform probability system based on a rough estimate of how likely something seems to me. If I'm using just D6, I might say "roll from 1-4 to succeed at finding this plant again today." Or, if it feels like a rarer plant, I might say "Roll from 1-2" etc. 

Here's a thought: When you discover a plant, roll a 1d6 to discover the "rarity" of that plant. To find the plant again on a given day, roll equal to or below the rarity. (Or some variation on this idea.)

I think many solo roleplayers like to experiment with rules, and will often mix in mechanics from many different games. I like to design with this "bring your own rules" idea in mind.  

Yes, please feel free to translate the game into French. I'd love to see the result, if you do so. :)

Thank you! :)

Hi :) Thanks for the question. My main intention with the dream magic is that it helps to open up your subconscious in a way that hopefully enhances the rest of the experience. I wanted to create a very open imaginative sandbox, and things like dream fragments are there to provide imaginative "playing pieces". It's up to you how (or if) you want to make use of them. Even if you don't use them directly, I hope that the act of imagination involved will help to colour and shape the other events of the day. The "Fireside Work" phase of the game loop is intended to be the most open phase, where you can look back and contemplate what has happened during that day. I have thought quite a bit about how I might expand the magic / dream magic systems of the game, but I am reluctant to make them too concrete or mechanical, for fear of limiting what I think has the potential to be one of the most personal and meaningful parts of the experience. On a practical level, I suggest asking yourself how those dream passages made you feel on an emotional level. If the emotion was positive, cast dream magic to enhance that positive feeling. If the emotion was negative, cast dream magic to transform that feeling, or its source, into something non-threatening, or even better, into something positive. As you form a relationship with the Forest, you may find that this dream magic has a more powerful effect than you expected :)

Thanks for playing :)

Thanks :)

You are most welcome :) Thank you for playing. I'm glad you are finding it rewarding :)

Thank you, friend. I hope you find something wonderful :)

Thanks! I'm really glad you're having fun :)

Thanks! I'm glad you're enjoying it, and its also great to hear that you've found a way to integrate it with another game. :)

Thank you so much for this kind review! I find it very inspiring to hear that people are playing and enjoying the game. :)

Really nice game. Just what i needed :)