Thank you!
Operant Game Lab
Creator of
Recent community posts
Hey everyone. I'm hoping to make this an open play test. One designed to gather information about the game's usability, clarity, and fun.
So, if you get a chance to read or play it, please let me know what you think of it. The end goal is to add some art, clean up the layout (especially the tables), and make a pretty version available for PWYW. Maybe we'll even make a POD version.
Thanks for checking out my adventure! And I think you make an excellent point about the differences in character motivation between the two works. The protagonist in The Trial has more concrete motivations and is generally right in his actions. On the other hand, in The Castle, K is confronted with the option to the leave the village multiple times but stubbornly presses on. He is also kind of a petty jerk. Maybe we need a new ruleset, something very dreamlike, to play our adventures like these.
Anyway, it's just nice to see people making Kafka content.
As a fellow TTRPG designer and fan of Kafka's work, I was glad to see someone else attempting to translate his work into a gameable adventure. A few years ago, I made a little, two-page dungeon adventure based on The Trial. In doing so, I shared the doubt that you expressed here in this "lyric adventure" that the situations in Kafka's work are not immediately playable in the typical TTRPG framework.
However, I do think that it is possible (and effective) to create a more traditional adventure--complete with maps, keyed areas to explore, specific NPCs, etc.--that evokes the same atmosphere of uncertainty, want, and dark comedy that defines Kafka's work.
Anyway, this is all to say good on you for writing up this little adventure! I hope you keep at it and turn this into a more traditional, playable adventure with NPCs, maps, keyed locations, etc. that embodies Kafka's themes while ensuring the players have agency and their characters have goals that are recognizable to exploration/investigative games.
Hey there, thanks for reaching out! I'm glad the game looks cool, that's a big compliment! Don't worry about buying the game, I release them as PWYW for a reason--I just like to see people check them out.
As for new modules, I've toyed around with the idea but there didn't seem to be enough interest to justify it with my limited free time. Who knows, maybe I'll get inspired and make another.
Nice job with this! The layout is great and consistent with the ItO style. Because you mentioned you wanted feedback/critique, I will say that this adventure feels a little low on gameplay and interaction.
The rooms encounters are a little obvious and passive in some places (e.g., the lobby and landing don't really act on the PCs). Also, the pantry says there is a 50% chance of a "simple trap" but the description doesn't say what the trap is, how it works, or why it's interesting. I think it would be better if the trap were specific and were guaranteed to be there for more interaction. Finally, the dungeon is pretty linear, with one room after another in order (with a locked room off to the side). This doesn't leave much room for player exploration.
Wow, thanks for the detailed response! I really appreciate it.
That's funny, I had never thought it would be deadly (unless the PCs decided to antagonize the tougher NPCs which is always an option). Yes, the backgrounds are going in the normal release rather than the jam release. The bullet layout has been retained. I hope it will help the GM run the dungeon basically straight out of the book rather than having to make their own notes. And the audience mechanics are in the works now. The idea is to give them some clocks that fill up when they get bored with bad things happening (e.g., flooding rooms, releasing monsters from the kennel) when those clocks fill. Also, I'll include some example audience heckling.
Again, thank you so much for the feedback. Let me know if I can return the favor.
Hey all,
This still needs an introductory section explaining the premise but, otherwise, I think I have my dungeon pretty much finished. My module is "Movie Monster Murder Maze." It's intended to be a "prison escape" type module but with Halloween/Horror gonzo social challenges and puzzles. Here is the dungeon itself.
Sweet thanks. Here's what I have so far https://docs.google.com/document/d/1eWayfVDVIlhW_oROcX3_MPPWHtbbnfGB4gLgB4SVe1c/...
Hey all,
For the jam, I'm writing a set of spellcrafting rules. They basically boil down to, "if you want to write a new spell, go quest for an obscure spell component that fits the theme of your desired spell effect." For instance, if a player wanted to write a spell that raises the dead, their GM might tell them to first gather a 20 skulls from dead commoners (low), a necromancer's nose (medium), or a vampire's fang (high) depending on the spell's level.
So, I'm writing component costs for different kinds of spells and I'm trying to make sure I include the most popular themes/types of spells that players want. In your experience, what kinds of spells do players want most?
Hey all,
To help make our submissions, I thought I would leave a list of some free design resources I use. Everyone is welcome to add their own resources in this thread.
Map Maker
Dungeon Scrawl - https://probabletrain.itch.io/dungeon-scrawl
Dungeon Design
Dungeon Checklist - http://goblinpunch.blogspot.com/2016/01/dungeon-checklist.html
Layout
Scribus - https://www.scribus.net/
Public Domain and Free Use Images
Pexels - https://www.pexels.com/
National Gallery of Art - https://www.nga.gov/open-access-images.html
Museo (A search engine for free use art) - https://museo.app/
Hey all,
I'm working on an adventure module for the jam. I tried to get the whole map on one A5 page. If anyone could check it out (second page) and let me know if you can make sense of it, I'd appreciate it.
https://drive.google.com/file/d/11f2DU44Aaah4Lue_MuwxBDyg0q6wpgAQ/view?usp=drive...
Wow, this is really imaginative! Great stuff. I love the tone and the layout. The mechanics are well explained, too.
My favorite thing, however, about this submission is the GM (i.e., Big Daddy) advice on creating adventures that fit the theme and goals of the system. My number one complaint with one-page RPG systems is that they frequently provide resolution mechanics for player rolls but never illustrate what kinds of adventures/situations the players are supposed to encounter. I especially appreciate that this submission provides guidance on this.
This is fantastic. It's chock-full of great ideas set in an interesting setting. I dig the O, Brother Where Art Thou/Labor Movement vibe. The situations seem fun and flavorful and the mechanics seem solid enough.
Although the layout is a little unclear, the ideas in this are up there with my favorite 1-2 page RPGs. Awesome stuff overall.
Hey all,
First, I wanted to thank everyone who has submitted their project or left feedback for others. Our jam content looks great so far! If you want feedback on your project, don't forget to give feedback for others.
Second, I wanted to remind everyone still working that they have 15 days left to finish up their project and submit it. If anyone needs resources or has questions, please comment below and we'll all try to help.
Thanks. To save room on the pamphlet itself, I put the system info on the game's project page instead. It's an adventure module rather than a game system so you just slot it into your group's ongoing campaign.
You can hack it into any game system but it's geared toward OSR systems like Old School Essentials, Knave, B/X D&D, etc.
Hey!
Thanks for the resources. Here is another one: https://dungeonscrawl.com/
If you haven't already heard of it, Dungeon Scrawl is a great, free, browser-based map maker.