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Nathan D. Paoletta

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A member registered Jun 26, 2018 · View creator page →

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Merci beaucoup! Appreciate the kind words, and I also hope that it'll inspire others to build exciting new things!

This is so cool! Great logo, very post-Attitude Era indie vibe. Thanks for sharing. Hope you have an... explosively good time!

Good question! Here are two answers:

  • DriveThruRPG sells a landscape insert-ready GM screen, you can check that out here
  • I'm happy to offer a portrait-orientation version of the Creative and Move reference sheets - it's now available at this link, and I'll be updating the downloads on the itch page here soon.

Thanks for asking about it, and I'm happy to hear that your helping get the game out there!

I haven't heard anything. I'm sorry this is so frustrating. I've redone the main product listing to make it possible to just buy it for 7.00 minimum, I'll see how that ends up working out in the long term but for now it should make the discount available to European folks. When you click the main buy button you should be able to enter $7.00 and go from there. 

Yikes, I'm getting the same thing, I didn't realize the error was happening after clicking on a payment button. It looks strange on the backend as well, now that I know what to look for. It could be a bug or it could be an error in how I've set things up, so I've emailed support, and will update if/when this gets resolved! 

Do you see the button that says "Get for 7.00" inside the Community Special box? When you click on that, the popup window should be prefilled with the 7.00 price. If this is already the button that isn't working for you, let me know and I'll see if I can find out what's going on. 

In the meantime, the special is also available through my website at this link - use the code INSPORT at checkout. That's automated with a direct download link, but I'll be happy to send you a link to get the file in your itch library as well upon request.

Thanks for the support, I really appreciate it!

Ah, thanks so much!

If you picked up the game in print, the Dropbox link you received from me in the response email should point to the updated file. If you got just the PDF, try clicking the link to download again - if that doesn't send you a new automated email with a fresh download link, email me (n.d.paoletta@gmail.com) and I'll refresh it from my end. Sorry, unfortunately my site doesn't have great infrastructure for this exact thing!

Glad to help!

I think it's a great idea! Like any game with dice it might take a little back-and-forth to get through an Exertion roll, but since it's a one-roll-and-interpret process I think you could handle it in a few chunks. Something like one post to establish "here's what I'm actually doing" and note all the things on your sheet that are giving you dice, a second to handle any Weirding dice/add any additional details to the scene, then a third with the roll result and how you're spending the dice (on success, on keeping your qualities from dropping, etc) and going back to the in-fiction narration from there. Spending points for Ratiocination is simple, just a yes/no on whether you're doing it and how many.

Functionally I don't have any suggestions just because I'm not a big play-by-post person, personally. Somewhere I saw mention of playing in a shared Google Doc, which is something I would have never thought of but might have some cool possibilities for things like inserting images and using the comments to handle "rules stuff" and keeping the main document mostly fictional narrative. Just a thought!

No worries, glad everything is there! Thanks for picking up the game!

Hey there - I believe that the bundle gives you links to download two separate .zip files, one for each game. If they didn't both show up, maybe try checking the email you got from itch again, and/or checking your "My Library" page?

Thank you! I'm so glad you're digging it!

I'm sorry you had a disappointing time. I keenly feel that there's a learning curve to running the game, hopefully I can help!

A couple of questions, not to judge, just to investigate:

  • How often were players making rolls?  I found in play testing that I had to really interrogate my habits on "when to reach for the dice," and that the general trigger of "when you impose your will upon the world" isn't just "when you want to do something" - impose is an important verb in that sentence
  • Were players making rolls in situations where their ultimate goal was really finding out information? Again, making those "conflicts" ones that are handled by Ratiocination or the GM simply revealing that info cut a lot of die rolls out of my default habits
  • Did characters have large die pools from their own sheets, or from the others giving them helping/Weirding dice (or both)? Did Lucidity drop early in the game, or was this with them at the 4-5 starting range? Were they getting enough hits that their stats weren't dropping either, or did they buy success at the expense of keeping their stats up?

For the social conflict thing, that's super interesting to me. Let me say this for now - the fictional limits of what they can accomplish are bounded by the monster and its effects on the world. You enforce that by following your principles, especially that you demonstrate the consequences of their actions with integrity to the dark Gothic world. What are the consequences of a stern scolding that makes the person reform in this world? They could promise to change their behavior and immediately backslide. They could go to someone with more power and tell them how scared they are of these crazed reformers. If the monster has their hooks in that person, they could break under the strain of being compelled in different directions. 

I don't know if that helps. If you're interested in workshopping a situation from your game as an example, I'd be up for that!

(Also, please jump in anyone who has some thoughts - this is a new forum and I assume fairly low-traffic, but I don't need to be the only voice in these kinds of conversations!)

Hi! That "noted below" refers to later on the list (so I suppose it should say "as noted on the next page"), the entry that reads:

  • spend 2 to gain a new Quality (at 1)...

... and I guess I messed up in phrasing, because that parenthetical should only refer to if a Quality falls to 0. If a Relationship falls to 0 during play, and then it would make sense to make a new Relationship with them that would be the bullet above (just spending 1 check). Usually,  though, a Relationship falling to 0 indicates that that character is seriously distanced from the protagonist or killed, so it would have to be a pretty specific situation. 

To put it another way, if a Quality or a Relationship falls to 0 and you want it back, it's as if you're making a new one, as opposed to "boosting" the old one from 0. Mechanically, that just means you need to spend 2 instead of 1 on the Quality. 

I apologize for the awkwardness of the phrasing there, I hope this clears it up!

(1 edit)

Hi! Thanks for being here. This is a bit of an experiment in using a dedicated itch.io community as a central place for talking about Imp of the Perverse. For now, please feel free to create a new topic for:

  • Any questions you have about the game, from the mechanics to the setting
  • Any support or advice you'd like to ask for in terms of running or playing the game
  • Any fun stories you have to share about your play experiences

Just click on the "New Topic" button at the bottom of the page to share your thoughts or ask your questions. We'll see how it goes!