Steven Alligator
Creator of
Recent community posts
I was practicing building a monster as described by the book and I noticed that the Rattlesnakes subclade seems to be miscalculated? I might be misunderstanding things, but their "hunger: blood (u:2 p:2)" seems to be added in as if it were an entirely new bane, rather than an enhancement of the base vampire template's "hunger: blood." This pushes the Rattlesnake template's final cost up from 6 to 9, making them a fair bit deadlier.
Your pick up triggers for the setting elements seem to be a little contradictory. Most of them would seem to indicate that you should give away the element, since you're the one who's going to be interacting with that element the way that the trigger is described. Perhaps changing the "you" to "someone" would make those triggers work better. That said, I like your incorporation of death moves into the game. It's a really interesting idea. Maybe stress that you can also simply choose to die within the fiction, since I feel like you might not get much mileage out of it otherwise. Players in Belonging Outside Belonging games have a tendency to float around 2-3 tokens in my experience, making weak moves when they have fewer and spending when they have more, and I feel like hitting 0 tokens is a pretty rare event.
hmmm... neat idea. I haven't seen many currency-based skins in the 2e of monsterhearts, and the way they work has a very belonging outside belonging feel to it. I'm curious about the balance between "curse of endings" and "whims of the heart." When you pull strings on someone, you can give them a condition, so is it the intent that spending fate for "curse of endings" triggers a narrower effect that "whims of the heart," perhaps to balance the wider fate gain trigger of "whims of the heart"?
Here, just choose to make a copy to your google drive. https://docs.google.com/spreadsheets/d/1wWpqFL-9xPNsDuSNLgVXtz_lUHhRTwglJVTC6F5u...
I feel like there are the bones of a really fun game here. I’m wondering if you’re planning on adding more variety to tile features or goals, though? While I have fun in the initial phases where there’s some risk of losing if you don’t play you’re tiles well, once I reach the mid-game, losing starts to feel practically impossible once you learn a few key strategies. I don’t want to sacrifice the laid-back feel of the game, but you end up employing the same 2 or 3 strategies for tile placement indefinitely once you have your big forest and field established, which has tended to cause me to simply quit games rather than try to actually finish them.