That's a dumb, desperate thing to write.
timhutchings
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I, too, am curious about that. I'm writing the sequel and I know I had a system but I can't remember what it was. Seriously. Let me think...
Language and travel technology are a big part of TYOV. I know that I grew the complexity of the prompts in regards to those two factors as I imagined the timeline of the character progressing. Same thing with society as a whole–later in the game it is assumed you are doing complex things to fit into evolving social structures.
The first few Prompts are very much about not knowing how to be a vampire. Those are obvious though.
I know that I spent a lot of time worrying over gaining and losing Resources but I think that was mostly fruitless labor. Some of it is arbitrary.
Yeah. That sounds pretty good. I want to thank you for asking me this question. I'm struggling with the Prompt order in the sequel and you've helped me remember that the factors that ordered TYOV just aren't present in the next game.
The bug is definitely in your game as it hasn't happened before or since without the game running. And, as a Mac user, you can appreciate the unlikely power of a bug that can freeze the entire system. I couldn't even move between windows. I don't think I was even doing anything particularly heavy with the computer otherwise.
If I'm the only one then it might be a freaky me-specific issue. Hope so!
I admire your game! I showed it to other game designers as an ideal of the 'game is analog but wouldn't ever actually be fun playing analog.'
There is a big issue that I've encountered three times: The game will completely freeze my computer (mac, up to date). Not just the browser software but the entire computer, necessitating a hard restart. It even froze things up once when I was on a different webpage with the game idling in the background.
My jaw literally dropped as I read that. So incredibly good.
And part of the reason I like it is that it hints at the card driven delivery activities that model train enthusiasts used to create for themselves 'back in the day.' They'd draw a card and see that they needed to get x train with y cars to the z location and pick thingsup to take to the za place.
Work orders. That is good. Can you share examples?
These are reasonable things to ask! There is definitely a 'deep end' of RPGs which assume a lot of 'scaffolding' to already be in place.
I might guess this is best with 2-4 players. Play time is 5 minutes to days of intermittent play. I'm guessing a dedicated play session would last 20 minutes per player.