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pseudofenton

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A member registered Apr 29, 2017

Recent community posts

Woo, finally got a top score of 110!

... although I very much feel like this was one part luck, and one part learning what schools are available and learning the manner in which things play out so I can (try to) preempt placements and gamble on big payouts. (My usual scores are in the 80's)

I would love to see a little more control over or foresight on the schools - they can make or break a run so easily. So much so that it feels they make more of a difference than the actual placement of your symbols.

Having them show up even 4 placements sooner - so you can play to the second school more and establish a course earlier would help a great deal. Alternatively having a preview of what is available before having to pick, or having it linked to what has already been placed somewhat (having the second school alter the rules over a symbol you've not even invested in doesn't present a meaningful choice)

I would also love to see the "Hold to speed up count" and "Replay count" features that Tiny Island has - they greatly aid the play experience and help clarify a few school effects that you've misread (not that I've ever done that before...)

Well, I laughed and oofed in about equal measure reading the various intros and tables in this.

It's simple and sweet, yet cutting and accosting. Like a candy cane that you've been sucking on, and suddenly realised you've inadvertently sharpened into a spike, where upon it is promptly driven directly into your heart. So the style gets three candy-coated bleeding black hearts of approval!

As for the system itself, its bare bones but its a good framework. The prompts are few in number, but evocative and set the style well enough to easily add your own. The mechanics are light and direct, needing little more than a handful of d6 and a post-it note for reference, so new players will find it easy to grapple with.

First time GMs may need to do a little more work, but there's an excellent examples of play section to get them up to speed (an oft omitted feature, so kudos there). I would advice any GM to pay close attention to the questions that are asked at the end should your player/s achieve lichdom. They're not an afterthought, and make up the soul of the game. So it pays to be mindful of them when weaving scenes and obstacles during play itself.

Overall this is perfect for a one-shot, and the many alternative settings at the end of book help cater to that exact usage, it is  truly ripe for riffing off of and expanding (I know I will).

What has actually been delivered though is usable, funny, and more than enough to get you started without being overwhelming. Worth looking at for seasoned gamers or new starts alike, if only for the sparks of dark-humoured inspiration it will no doubt ignite!