For the record, this review was approved on Discord. I will be subjective, but still try to provide the suggestions that may help you push your game to something more complete.
Some take these small games for excercise, to tinker with the mechanics. I look at the RPGs, big or small, as viable products that can attract readers and provide interesting content, mechanics, and decisions, even in this streamlined format. This different look at one page RPGs causes I might be harsh in my review, so I find it important to provide this context first.
Dog Days of Summer tries to bring heist vibes onto the table. It is a storytelling game that utilizes index cards with prompts written onto them. while the core mechanic works well, the whole game suffers from participating in one page jam. I will explain why.
The core of the game are 11 index cards that provide various prompts that - based on the order of their appearance - bring small or big twists in the story. So far so good. The prompts are distinct enough, however I would like to see more. At least 18, 20 even.
I have a feeling that these cards should be standalone, with evocative graphics (illustrations used in the project page would be absolutely sufficient) and they could contain following information:
- illustration
- title + prompt description
- job name
- value (?)
Adding a job name onto the cards would solve multiple issues:
- It would be super-easy to assign positions for the heist crew
- Every job position would be unique so no duplicates.
- Players would not be required to think them off.
With current rules, the game feels underbaked; the jobs are mentioned like they do not matter (The Driver, The Muscle, The Face etc.). If the game should still participate in the One-Page RPG Jam, they could be at least provided in a form of a table or a list, so players could pick the role they want.
The last card (The Crime) is really a final scene triger. If the index cards are shuffled and distributed, what happens if 3rd player on turn get that card? Does the heist finish prematurely? It almost feels like players should be able to present their cards in any order they fill, IN EXCHANGE for some benefit, or - better - mitigation of the downside if their card’s prompt goes out too early. The prompts could be evaluated based on their urgency (so The Crime would be last) and the value could represent loot stolen, or the amount of HEAT the crew generates, so the detective is really catching them up. Based on the heist’s difficulty, the amount of HEAT could vary. When the HEAT reaches the difficulty, the detective goes on the scene and the situation escalates.
This would bring some mechanical cogs into the game, but it is still a simple mechanic (sum-up and compare the two values) that can be built upon (lower the heat by keeping the low profile, swap the cards, keep the cards in hand so they won’t raise the HEAT and so on).
The detective role is quite confusing for me. The Arrow prompt says one player is the detective. However during the preparation there is no mention about detective. Does the owner of The Arrows index card become the detective? Does the card owner determine WHO becomes the detective? Whole mechanic with the detective is confusing. First I thought the Detective could be the GM what could make sense - they would put obstacles before the crew so they could catch them. However as the game is collaborative storytelling game, the Detective could be shared NPC, jus tlike in Fall of Magic RPG, and using the detective could frame every scene (either closing it or opening it).
The rules could use some streamlining and/or better formating so they are more attractive to read. I have to admit, the current version looks like a draft with a paper background being pasted-on accidentally. The text could be divided into columns, more paragraphs. I miss evocative titles, a doodle of a city map, anything that could help the game stand out from the crowd. Without these soft touches the whole game looks like a designer’s excersise, and - sorry - a wasted opportunity to provide an interesting card-driven narrative game resembling For The Queen that would draw potential players to give it a try.





