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Alex Keane

A member registered Sep 27, 2021 · View creator page →

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My group decided that they wanted Lovecraftian Monsters in a 90s setting (because the 1920s are overdone).

Our Bruiser-Brute is a guy who lived in an apartment full of monsters, was once human, and has been augmented against his will for use as a weapons test subject.

Our Hearth-Heart is the camp dog who had an unfortunate encounter with a car but the child wasn't ready to say goodbye and the dog somehow came back.

We gave our child the "Human Translator" power, but flavored it more toward they can speak to the zombie puppy and some other horrors the group may encounter through one of the factions. That's caught the interest of the U.S. Government who wants the kid (sort of like in Winter Tide and Shadows Over Innsmouth).

Some group of Feds invaded the summer camp where the kid was and now this group of three is on the run. The Camp owners who are married into a family of Deep Ones are a patron faction.

We're leaning heavily into "Change of the status quo brought on by external forces" as a metaphor for coming-of-age.

I haven't finished more than a Session 0 yet, but I will say that the Weaknesses got my group excited to play the exact concept and dialed in exactly what they wanted their characters to be.

I'd definitely play a longer version. I love stuff like Trine or Lost Vikings where you have to solve the different pieces as you go.

We lost our old man dog to his age and an injury last year around this time, so I commiserate with you on the way that throws a whole giant wrench into everything going on.

I really liked the mini version of Tea and Crumpets and look forward to seeing what's done with the new once it's ready to show off!

I've read through Wanderhome multiple times and have listened to a couple Actual Play podcasts, though I haven't had the opportunity yet to run a game with my own game group.

First of all, the book is a beautiful thing even if you just flip through for the art. The saturated, whimsical style of the art is just nice to look at. Then there's the descriptions of the natures for kith and for places that are great for getting your mind working imagining a character or a place or a story all on their own.

If just the book can bring me back this much, I can't wait to get a Guide-less game going with my usual group.

It really tied the theme together for me reading through. And the way the layout messed with it at times, it just brought the whole "trapped in a liminal space" idea full circle. Added voice to the mechanics.

This game gave me the biggest cathartic laugh as I read the tables of inciting incidents and obstacles. I've got a group that I think would fully get behind playing this. If you've got a group who would be motivated to show that the people united will never be divided while protesting a statue of Mitch McConnell in their hometown while having to get past the Karen army, this is for you and your friends.

I really enjoyed the interstitial philosophy and the theming and just the sheer coherence of the whole thing. With everything that's been going on the last few years and the whole world as it is, this is getting put right at the top of my "let's do a one-shot tonight" list for my main group.

I love how the tiered success gets even more nuanced than I usually see results in TTRPGs get, with the Full Failure, Partial Failure, Partial Success, Full Success results. I'm also a fan of the different ways to put together dice pools. Thinking of putting something together for friends with it.