The use of Tarot as a guiding light to direct play - e.g. help a lost player find their way through the experience is top notch. I got a little tripped up with how exactly to journal certain aspects, but this is so lovingly crafted I have goosebumps. Thank you for sharing!
talconhiro
Creator of
Recent community posts
The opening, "
The Gone World is a rules-light ttrpg. What is a rules-light ttrpg, you ask? Google it. Stop playing games and start playing games!" is kinda a little offputting? Like, I get you're trying for a cheeky tone, but it's apt to turn players away.
I really would like to see stats expanded on. I'm having a hard time internalizing how skill challenges come up and how they are overcome with this.
The Phase structure is really cool though! Great themeing.
The opening, "
The Gone World is a rules-light ttrpg. What is a rules-light ttrpg, you ask? Google it. Stop playing games and start playing games!" is kinda a little offputting? Like, I get you're trying for a cheeky tone, but it's apt to turn players away.
I really would like to see stats expanded on. I'm having a hard time internalizing how skill challenges come up and how they are overcome with this.
The Phase structure is really cool though! Great themeing.
Loyalty as a stat and making a concise decision the more capacity for loyalty you have the weaker you are is interesting. Perhaps it might be good to split the physical stats into 2 just to make more diverse spreads of characters.
I think the document's arrangement could be shifted a bit, but this is such a cool concept. A TTRPG with a theoretical win condition. expansions could easily be built into this too!!