o7
Stepnix
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Base mechanics:
All your skills (except knowledge skills) are capped at 50 until you have 25 in every skill in a category and unlock that category's outfit. Wearing that outfit gives a +10 to every skill in the correspoding category
The Empathy skill lets you understand how people feel about you. Higher Empathy rating means more specific detail.
Knowledge skills give their own bonuses. Science increases the speed of the ship at 50, Bureaucracy gives an additional social phase action at... either 50 or 75, unsure. Probably more of these that I haven't seen yet. Gaining this skill from your advisor will still provide this bonus.
A cabinet member will usually give you a bonus to learning their associated knowledge skilll, but can stop giving that bonus or even impose a penalty if your knowledge exceeds theirs.
General advice:
First impressions are important
Low approval with an elector means more drastic measures are required to win their support
High approval with an elector doesn't mean absolute safety. They can still pledge their vote to a rival!
I've been part of some recent discussions about how TTRPG creators feel their needs could be better served. One issue that was considered is how there's no easy way to filter TTRPG-focused game jams from the total mass of ongoing game jams.
With a way to filter option for ongoing game jams, creators would be able to find one another and collaborate more easily.
I played The Copper Knight the other day, a tight little dungeon crawler that really brings the feeling of cheating your way through a dungeon. Very cool experience
love love love the feeling of "cheating" your way through the dungeon. I leaned pretty hard on the default low-health build for my first run, but I'm intrigued at the hints of other strategies available. I was also pleased to see the final boss respond to a specific tactic I tried... there's a lot of little things that come together really well.
The Cintimani-Bearer has five quests in a single quest set, not five quest sets. For each story, you'll use that quest set, rearranging its quests in the order appropriate for the type of Arc you want that story to be
As for writing your own quests and stories: Think of the premade character archetypes and storylines as a campaign module. Once you have a grasp of the pattern from the samples, you can write your own material for a more personalized campaign (and the descriptions of how quests and arcs work are there to help you with that!)
However! From my own experience playing the game, there's still plenty of surprise and improvisation. You can see that the premade quests and stories give you a lot of questions, but don't give you the answers. Finding the answers is where the real game is.
Gave this a try, playing as the Fortress! I found that keeping information hidden from yourself was an interesting texture and puzzle to figure out, but the Swords' various "move or shuffle and replace" effects felt superfluous. I didn't have any effects where the specific positions of their cards would be helpful to know, only the distributions of their revealed or hidden values.
Also: Is there a distinction between Fortress cards that "remain face up" vs "are discarded?"
Thanks to all who participated! A few contributors have received an extension, but anyone who wants to submit a late entry can, as long as they
1) Link back to the jam on their project's page
2) Announce their late entry in this thread
I'm very happy with how the jam turned out. We have some very creative and inspiring projects here!
Three weeks remaining in the jam! Thank you to everyone who's joined.
What have you come up with so far? What do you still need to accomplish? How can we help?
I'm satisfied with Heart-Eater, but I have some ideas for extra PC archetypes that inspiration might strike for