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will jobst

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A member registered Nov 25, 2017 · View creator page →

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Hey, thanks for the question! Yes, every time you inhabit a character, you draw three cards to add to your cairn. When players exit characters, they keep the leftover cards in their cairn. When they inhabit a character again, they'll add new cards to that cairn. When a player runs out of cards, they're out of that scene--they're still in the game!

two ways of spelling Brigheed/Brigsheed (pyorra)

hey! for some reason I didn't get a notification for this thread. here's the worksheet: https://docs.google.com/spreadsheets/d/1O4HSnOyckra7Dk3Ot5S-r1mUXzSoOOslmgsVS0Ai...

such a lovely character sheet, looking forward to checking this out!

I love this game. I'm bringing it to an indie RPG night at my local game store and I'm going to get everybody to fill out one, so by the end of the night we have a full museum! This is a wonderful and special game. This could be the centerpiece of a gathering!

Thanks for asking, added a bunch, hope you all enjoy!

just an excellent piece of game writing, especially: "you are an adventurer. you LIVE FOR THIS SHIT."

This is a lovely little (or mega) metatextual journey in which a group of players turn into writer/renovators. A step beyond dungeon ecology into an almost sociological experiment: where in this dungeon do local teens go to be weird, what kind of feedback would an adventurer give to the closest town, who are the people that clean up and reset before the next group? What would a Disney adult tell someone from Orlando to fix? I'm looking forward to having this game in my mind whenever I read a new dungeon, especially ahead of Dungeon23 ending this year. 

This game would be a great warm-up for RPG night, or a continuous part of your campaign. I can see characters as Extreme Home Makeover consultants taking sharpies to hardcovers, knocking out a supporting wall there, adding a reading nook here. 

Thanks for the note! This totally fell off my list of things to do. Going to add it back and get it up there this month.

Thanks for the write-up, this was fun to read.  

Really well observed with point 1 there--this game is a wild conceptual hurdle, especially if you're coming right from D&D world. On your second point, I don't think you're giving yourself enough credit! With a group full of new players and on the larger side too, it sounds like you did everything you can to keep the party going. Congrats on making it happen! The old truism with running games is that if the players had fun, you did a great job. 

I think I definitely would have made great use of more examples of interactions

I'd love to make some more of these to make better illustrative examples for players, I think your suggestion here is a great idea. 

Discord very recently launched a soundboard feature! Servers can add several sounds for use in calls within that server, and Nitro users can use sounds from other servers (although this can be disabled). While not all the sounds players used were "spooky" per se, it did add a lot of joy to the game!

FUCK YEAH this rules. Can't wait to upload chainrattle.wav or floorboardcreak.mp3 here. We were playing a game last night just vine-booming each other over and over again. 

If you have recommendations for ghost movies or stories that might be good inspiration for a round of TDHGII, I think that would make an excellent addition if you were ever inclined to publish another edition or supplement for the game!

I love this idea. Right off the top of my head, movies like Thirteen GhostsGrave Encounters, and The Others and shows like Truth Seekers is right in the sweet spot for this game. Slightly wacky, lots of protagonists/investigators, and a lot of ideas. I reveal a little bit of the flavors you can play with the readymade haunts, like The Shining in the Underview Hotel and Resort, Alien and Event Horizon with Cargo-class Starship Constag, and classic 00s new home horror like Paranomal Activity in Nouevau Courts.

Anyway, thank you for the thoughtful notes--I appreciate it!

Hey! Thanks for the note, I'll fix that link ASAP! We have tons of print copies, which you can find right here: https://goodluckpress.co/products/ghosts

Hey! Thanks for the message, and you're totally right. I've went and fixed it now, all of those files have been converted to "demos" here on itch, meaning that they can now be downloaded without requiring a purchase. 

Hey! Thanks for the kind words. I'll popped some more community copies up there--feel free to grab one!

Hey, thanks for the question, and for checking out the game! 

You're totally right, the facilitator is a role for you to customize for your exact needs! If you're playing with a monstrously big group and need someone to field questions and monitor the game, a dedicated facilitator (or two!) is a tool for you to use. If you feel like, hey we're all familiar with the structure and want to go wild, no facilitator needed. If you want to play somewhere in the middle, someone can double as a facilitator, or play as a caretaker, or find another solution! Ultimately, you know what will work best for your group, so take whatever rules serve you and toss the rest! 

"they set up the discord, explain the character building and then... just keep track of the characters? Just sit there and listen for maybe 4 hours??? Am I missing something or would this be correct? "

This is half-right! The facilitator sets it up, gets it started, and then keeps people on track. As you can imagine, this game gets out of control, fast! The facilitator has a couple tools (the clock, worksheets, the ability to ping players in #ghosts-only and #investigators-only chats) that help make the game run smoothly. The facilitator gets us out of the house and before the seance and plans with both groups for how to reveal any final details. The facilitator also makes sure that everyone gets a chance to go wild during the seance. 

Think of the facilitator as a director: they can pull strings, get actors into place, and orchestrate huge moments during the game! Once you hop into a game, you'll be able to see the chaos reigning and all of the cool opportunities all over the place. The facilitator is a player too, watching over the whole house and the freaks running around inside. 

And with them keeping track of the characters and getting their secrets beforehand they couldn't participate anyway.

I hear your concern here! I'd say that if the "what" of the secrets and backgrounds are important to you, and you're the facilitator, you can mod the rules to avoid those (such as not using character cards or the facilitator worksheet). But ultimately, this game is all about the "how"! Players running wild in a discord until it's time for the seance. 

At the end of the day, play the way you think will be most fun! That's why we made this game all about the tools you can use.

I really appreciate your question, and I'm looking forward to what others have to say! 

My fault! I misunderstood your issue. I'll check out that error get that fixed in the next week or so. In the meanwhile, here's the link: https://docs.google.com/spreadsheets/d/1O4HSnOyckra7Dk3Ot5S-r1mUXzSoOOslmgsVS0Ai... 

Thanks for your patience! 

Hello!

Thanks for hanging on, I've got an answer for you. The answer is to make a copy of this Sheet in your personal Drive. Here's how:

  1. On your computer, open the Facilitator Sheet
  2. In the menu, click File. Make a Copy.
  3. Type a name and choose where to save it. 
  4. Click Ok.

Just make sure you're signed into Google Drive, and it should work for you. 

Thank you for calling it out! 

You can grab those rules reference images as the Rules Reference.zip download. The plain text version needs a little time in the oven to add some changes made during layout, so expect that next week at the earliest.

You're not a dummy--I missed these in the upload! Give me a few and I'll get them up.

Hey thanks for the comment! It will be ready in March--specifically on the 13th! We weren't sure when the books were going to arrive from the printer, so that's why the date was a little vague. We got a shocking notification this week that it was going to be here today, and it was! I'm going to send an update to everybody that has a the game next week about the new edition, and that everybody who has received a copy on itch will automatically receive the new edition. We've got the physical edition up for preorder on our website as well! 

What's new in the new edition? The same core game is the same, but we've revamped how the game is presented, taught, and options for playing. We developed the roles and added some secondary goals for the ghosts and the investigators, leaned into the worldbuilding and creativity that both the ghosts and investigators do, and built a dramatic ending into every game of This Discord Has Ghosts in It. The game comes with extensive facilitator support and tools, making the game easier to host and easier for new players to jump in . As far as extras, we've got a whole host of readymade haunts with Discord templates that include options for frights, ghosts, and investigators, a bunch of optional game modes and rules to change up the typical format all under the umbrella of the PHANTOM LAB. We even included step-by-step setup instructions (and premade templates) for folks that might not be Discord-savvy, but still want to play. And custom emojis. 

Anyway! Look forward to my email next week, and the release in a few weeks. Thank you for your support, it makes everything we do possible! 

this made my day! 

Howdy! The complete edition should be ready by March. The game is complete, and is currently shipping from the printer! When it's delivered (no timetable, except that it'll be here sometime in February), I'll update the digital files. As a reminder, everyone who downloaded this game will get the update for free! 

Thanks for checking in, and have a great one!

absolutely, and thanks for asking! enjoy :) 

Hey, thanks for checking in on the development! 

The digital download for this game will include all digital elements from the updated edition, so if you've downloaded this game on itch, you get it all (except for the physical game and CD).

This game is still in development. My most recent news is that we had a great playtest last month that incorporated lots of quality-of-life changes. I didn't make the progress I wanted to since then, but have this slated for release by the end of 2022. When I've made more progress and that date gets firmed, I'll send an update to everyone.

Let me know if that clears up the downloads question, and otherwise have a great one!

thanks for checking! here’s an updated link: https://discord.gg/U2bsBqFnG7

i totally can't tell if this got lost or not--i've created a plaintext version and put it just now!

CAN YOU IMAGINE if the lavender town theme played when you entered the house (or spirit tower??). love the vibe, you could even orchestrate a seance-plus-battle at the end with the investigators and their new spirit friends vs whatever malign energy is out there. 

love the ideas! in playtesting for the updated versions, we have separate channels for ghosts and investigators for the preparation--so they can each plan and come together on details about their connection to each other and the houses. 

i'm not totally sure how the interaction would shake out if there were floor-only voice channels. my thoughts are that with a larger group (more than 15, for example) everyone would have to be very mindful of how much time their taking up, or (the annoying answer) split up into two separate playgroups with two different games, so both get to stretch out.  this game feeds on FOMO, but i think having inaccessible information (something an investigator says in another voice channel that the ghosts aren't tuned to) will damage play and especially the ghost's experience. the ghosts are listening for how their haunts are proc-ing the frights of the investigators. 

Also, how do you keep track of where each investigator is, except by memory? Heck I can see the investigators forgetting which room they were in with all the chaos.

it's definitely chaos! investigators narrate where they are at all times, what they're seeing, relaying that information to the group. 

instead of 6 jamokes screaming everything into a single channel on a walkie talkie

honestly--i love the jamokes. the game starts broad and chaotic and then dials into more contemplative play--or stays wacky! the more players, the higher the jamoke factor. 

Hey! Thanks for reaching out. We'd love to produce a rules video and a let's play as well. From a resources side, making a rules video is definitely possible--I'll add it to the roadmap. As for an actual play, this might take some more time, but I'd love to make it happen. 

Sean's writing is a pleasure to read, and is elevated to straight-up illuminated status with every layout choice. I don't think it's possible to set a better stage than "We are the remarkably talented, devastatingly hot dirtbags of TABOO INK."

This game brings Taboo into the post-Jackbox party game classics territory, something I'd pull out with anyone anywhere any night.

It's such a fantastic encapsulation of reality TV, working seamlessly into the DNA or RPGS, this game gets it on an atomic level, and speaks to the designer's curatorial smarts and instinct: what stays, what goes, and what's the focus. I think the talking head skull and the ?! buttons on the character sheet reallllllllly make this clear. 

The graphic design is beyond kinetic, it's inviting and fun and loud and blends style with iconography in the way that the best UX does. Even further, I feel like I'm inside of TABOO INK when reading, and I imagine play will have me seeing my own name as a grungy chiron when I'm speaking.

The soundtrack is the best in a game and I mean it: Bad Brains, Rico Nasty, Danny Brown, and more. This is just my daily listen at this point. Five stars easy

hey! thanks for the kind words :). we're in playtesting now: everything is revised and updated, including bonus haunts and stories from guest writers! i'll post an update when we have a release date on the schedule, but things are going great! 

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thanks for the note! that "dice" concept was thrown out right before layout--that should read "actions". basically, all obstacles have a price and a penalty, notated like this (price/penalty). the price is the cost, in actions, to be in the obstacles tile and ignore the penalty.

so, to put it all together: a Weird Cloud (1/slag) obstacle has a price of 1 and a penalty of getting slagged (take double damage from every source). if the driver pays the price (spending one action), they avoid the penalty. if they don't pay the price, they get slagged, but keep their two actions to spend on stunts, attacks, or moves. narratively, this is a driver battening their hatches, popping on a gas mask, or otherwise negotiating with an feature of the road in their vehicle--or bracing for impact before the weird cloud gets in their car. 

that dice concept--you can easily represent the actions you've taken and still have remaining by using dice as little counters (that's what we did in playtesting), but i'll get that sorted in the next errata pass. thanks both! 

Here's a link to the Good Luck Press Discord, where you can find a channel for making things for TORQ: https://discord.gg/fba8Jx73

This is a place for everybody to share what their cars sounds like, with text, audio, video, or whatever. 

To coincide with the upcoming release of the CAARD version of TORQ, I want to host a jam! If you have any suggestions or thoughts about a jam, I'd love to hear them!

Hey y'all! Here's where I'll post the updates and errata to TORQ. If you have a submission for errata, or have found anything funky in the PDF, send me an email at goodluckpub (at) gmail (dot) com.

Thank you for the kind words!

There is some ambiguity in the text we’re going to fix shortly—players each begin with one coin (half of the total), and a campfire card unlocks the remainder of the coins halfway through your story. 

Thanks for your support! 

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this was a beautiful piece of work, thank you for making it!