Beautiful to flip through, charmingly handmade, and genuinely fun to play. Well done!
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This is a delightfully uncomplicated way to track time, with a little good advice about going into "extended hours" of play. Unfortunately, the fact that the PDF is not print-friendly sort of reduces its practical use-- it seems a silly waste of printer ink, and it's not set up to be convenient for digital use. I'd realistically have to remake it entirely if I actually want to use it.
It would take days or weeks to sift through everything the GiftofGabes has collected, here. I suspect each person rifling through the contents is going to squeeze their own value out of it-- personally I'm just in awe of the time it must have took one person to organize such a thing.
I love that you have taken Appendix A-- which I fondly remember mucking around with quite a bit in my youth-- and made it your own. What a lovely, clean job you've done with this. I think I'll go on an adventure.
I love how delightfully useful this is while also being the simplest sort of tool. It's a simple visualization of a math formula. Plug in the variables, rock and roll. Being the sort of person who lacks the brain space for math I'm obviously a huge fan.
Delighted when I saw the name Benji T on the list of submissions again. What a succinct little tool-- it fills the gaps in a number of games I have read recently. Nice work, I can see myself using this.
This tool is useful for more traditional dungeon-type games, but it is presented as being significantly more system neutral than I think it really is.
That being said, this is an interesting approach to solo gaming that divides play into two phases: game master mode and player mode. I feel like the most useful part of this document is the "power of expectations" section which is genuinely a great bit of advice and applicable to most solo games.
This is a LOVELY collaborative worldbuilding tool which gives players damn good reasons to be invested in the game they are about to play. I am immediately excited by the idea of giving my players a bit of agency and a chance to tie their characters directly into the world, aaaaaaand it reduces creative load on the GM. Gorgeous stuff.
Oh, this boils "this place is creepy" right down to the core elements pretty dang well, huh? Love how approachable you've made this. Definitely adding it to my pile of DM tools within reach.
AHAHAHAH YES. Solo tools that I can see myself actually using in my solo games.
I love the way these questions are framed so that they don't require too much brain power but they absolutely light me up and inspire me. Well done.
As usual, the Gift of Gabes has given us so much to work with, here. I don't even know where to start-- this is functionally a way to run games with a minimum of tools, explained in great detail. Very thorough stuff.
I think it is very important to set expectations at the onset of a game, and OSR-style titles come with their own unique challenges. What a lovely little tool to remind players what they're in for.
It's a safety tool, functionally. I love safety tools.
YES, YES, YES. Free tools that make game design more accessible to more people who might not have InDesign or Affinity Publisher. I love this! I know dozens of new designers who could really make use of these templates.
Sometimes having a visual at the table can remind us to use safety tools, and these are designed to make it easy for everyone at the table to have their own copy.
I like this uncomplicated version because it doesn't overwhelm with information, but I would also like to see... perhaps an additional document which goes into more detail, or even a link on the project page to the official Safety Toolkit for folks who aren't already familiar with the concept.
I'm all for making game design more accessible. If you don't have your own layout program and you need to make some quick custom index-card tables or notes, this toll can fill that gap for free. Love that.
This just works. It's one uncomplicated page where everything I need to track time and events in generic hex crawl adventures is collected in a totally functional layout. Nice. Thank you, I'll be using this.
This is weird and cool and conceptually very fun. I love the fact that this gives players an opportunity to explore a 3d space but also be able to visualize it as a 2d map.
Like, this is inspiring. I want to write an adventure around these weird little maps.
My major criticism is that there aren't tabs to make it easier to papercraft these into 3d forms.
I fully confess I, personally, am unlikely to need this tool, but there are instances where people won't have access to digital dice rollers, have spiritual reasons for not using tarot or face cards, or may be under some kind of imprisonment (jail, psych ward, etc) where certain tools are restricted.
This document is written for brevity, which I appreciate, but honestly I think it would be nice to see it expanded and more bluntly explained.
(I'm saying it's good, I just want more.)
Cats Have No Lord dares to ask the question: what if game masters showed as much love to cool polearms as they do to cool swords?
There are just so many weird little combinations in this little book.
Roll to see what the business end looks like. Then, roll to see What Makes it Special (translation: weird). Finally, roll for a description of a unique shaft.
100 options for each so you're not likely to come up with duplicates unless you generate an AWFUL LOT of polearms. If you do, well, more power to you, mate. That's awesome.
Love the descriptions here. As usual, CHNL has a lovely writer's voice that really shines through on this project.
If you play Neon City Overdrive, or any game that asks you to roll a two handfuls of 6-sided dice and subtract one pool from the other, this lovely little digital roller will do exactly that and tally up the result for you. It's also aesthetic as all heck.
It looks good, it is straightforward to use, multiple people can share the room and see what everybody else is rolling. Nice work, can't imagine what else I'd want from a dice roller.
Alfred's always making things that make my brain buzz. This really interesting stuff, lite and functional. I hope there's a jam for it, I fully intend to write a module for this.
Is there any way to get a printer-friendly version without the yellow background? It'd be nice to print ON yellow paper and keep a copy beside the bed for reference.
First off, the draw your own comic book cover? VERY cute.
Secondly, this is bare-bones light and FLEXIBLE. With the right group, you could tell some really cool stories with this system. The freedom the players are presented with really gives them an invitation to play.
I have only read the ashcan version, so there are very few GM tools presented. That's okay! I can't wait to see what kind of GM support Robotic Topologist plans to offer as the game expands, because if I had any criticism it is this:
Superhero games always put a LOT of pressure on the Game Master to create complicated problems for reactive supers to solve. The freedom POWER CANDY provides is a double-edged sword: GMs have almost limitless character concepts (and potentially godlike superiority) to contend with. That's a lot of prep work to do for a rules-lite game!
I love lyric games because they are really great for centering yourself. These are tiny enough to be able to carry anywhere.
As a parent trying to teach a little guy about being aware of his own body and the world around him (and as someone who struggles with anxiety) these little games have brought a lot of light to our household.
… and of course my toddler loves the chippy game.
I need time to sit with this, because there's a lot going on. Ya'll okay if I print this out?
This system has more going on than meets the eye. Like the title says, it's rules lite, concept dense. There needs to be a mystic gore genre, because this belongs in it.
I actually really like the stark black text on bare white backgrounds-- very true to the name.
I should have phrased my comment differently. It took me off guard strictly because of the name of the project, but it's DEFINITELY not a bad thing! More games need plaintext versions. Something I'm working on, myself.
Nauti Mofos takes the nautical theme to someplace weird and wonderful.
I'd love a plaintext version of this-- I do want to say that the typeset is stylistically consistent with the theme of the work and the (plentiful) art-- but big blocks of that typewriter font is rough on the ol' eyeballs.
Then again... maybe life at sea SHOULD be hard, yanno?
Ya'll took a rules-lite system and gave it ALLLLLLL the bells and whistles, huh? Wow! So many tools! So much content! My head is spinning. Thank-you so much for making such a great game!
I did a visual review and breakdown of Down We Go on my substack, and the creative team behind it were extremely generous with me and answered all my questions.
This continues to expand and grow! I want you to know it's one of the first things I share with new TTRPG creators when they ask me for resources.
You're an asset to the community, RatGrrrl.
Tidy, easy to print if you're into physical, and uncomplicated. I'm a huge fan of concise pamphlets that give me bones to build upon and this is exactly what the doctor ordered. I can see myself fitting this into an OSR campaign to fill 2-3 episodes, sprinkling ties to the main plot throughout. Great stuff.