I LOVE this entry. So much depth to it, and honestly this kinda reignited my love for playing card based games that I worked on prior to working on solo rpgs.
sunflower_wizard
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I am really liking this game so far. I always appreciate games that have a good understanding of story structure/skeletons, and this one very obviously does! Ngl, I forget that the sentai genre is also a pretty big source of mecha goodness, and it’s nice to see it represented in this mecha jam :) also wooh let’s go TTRPG devs!
Thank you so much for checking the game out!
And yeah that’s exactly where I kinda left of after working on this so far. Part of me wants to do something lighter and more simple like the other solo rpgs I’ve released, part of me is also wondering if I should do something more properly crunchy to warrant the details. I think I need to churn out a few more of the modules out for this game before deciding where I want to go and if I need to do some sort of revamp at a later date.
Glad you are enjoying the setting too, I’ve quite a bit of writing about it for the #lore24 challenge this year :)
Hello Ash,
So although the card prompts are themed after the tarot, an actual playing card deck is used as opposed to a tarot deck. Mainly to make creating stuff easier, and also the 52 cards -> 52 weeks (1 year) connection is important and useful for these games, so I chose to go w/ using regular playing cards. Hope that clears things up!
...is one of the two last hurdles that The Van Witch will hopefully clear soon enough! And by that, I mean expanding the prompt list that currently sits at 52 prompts long. With enough time, patience, and motivation, I'll be making sure to release new sets of prompt lists. But more importantly, I was thinking of creating a community hub (maybe a game jam would be more appropriate/useful) for people to share their own personalized prompt lists to help improve the game's replayability--although granted, I'm sure you can play for a few in-game years with the initial list of prompts and not get bored too quickly lol.
The other last hurdle for TVW will be developing a way to play the game cooperatively/collaboratively with other players, but I think I will let my brain rest before I touch that anytime soon. You might see some unfinished hashed up ideas about that though in the future!
First few sections of TVW's page itself is a pretty solid elevator pitch, tbh, albeit maybe a tad longer than normal:
"A solo RPG journal game script about witch initiates, magic, road tripping, and a mixture of slice-of-life moments between some misadventures. Heavily inspired by games such as Thousand Year Old Vampire and Village Witch. You take on the role of a witch initiate, a current senior student of the magic academy organized by the regional Magic Worker's Union: a collection of witches that have established ties with the various communities scattered across the continent of the 'new' world. Although much of humanity has retreated to its few remaining cities left, there are still many that live in rural areas still--where they typically can live peaceful, albeit odd and eccentric lives. Witches are constantly employed by members of these rural communities--as well as the poorer communities in more urban areas--in order to help with environmental, spiritual, magical, resource, and social issues that pop up within communities that the MWU is contracted to help. The MWU provides the necessary labor needed for some of their troubles, and the communities in return provide the witch with safe places to live, along with sustenance and a minor position of authority and trust in the community. "