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Wily Witch Games

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A member registered May 07, 2021 · View creator page →

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Intriguing stories of power, politics, and interpersonal relationships! The playbooks and any associated lore in the game is evocative without being limiting, and my entire group felt so immersed in the world and mindsets of our characters. I was little bit sceptical of a diceless system -- this was the first one I'd played -- but it worked out really well!

A straightforward and really enjoyable game! (See my review). If you want a copy of the character art my group made for our characters or targets, the artist has given me permission to send it over to you!

Oh absolutely, it will vary between group. I'll definitely take a look at QuestionCrawl next time we play. Thanks for the game!

I picked QuestCrawl up in the Trans Rights for Florida bundle and my group and we had a good time with it, even online! It'd be great game to take camping or on a trip where you might need a TTRPG-flavoured hit -- you just need a deck of cards, some d6s, and some way to take notes. I'm just wondering whether you might add some scaffolding tools to encourage roleplay between the characters? My group and I improvised it. We discussed what banded our characters together in the starting town. Then, the person turning over the card would introduce the scene. We'd interact as our characters, deciding on who was going to do a Champion Roll if needed, then roll our approaches depending on what the card asked. Then we'd sort of do a "Closing Shot" of our characters on that day depending on the outcome. It would be cool if this could be added to the list for the roleplayers among us. But otherwise very cool and well done! I especially love the beastie slaying and faction card mechanics. 

Thanks for your feedback on this; I only just noticed! I am really happy you liked the game.

In my playtests, players gravitated towards factions that reflected their real world values or how they imagined the game would go depending on prior games. You're right that there is certainly potential for leaving it more open. I'm learning the value of "leaving blanks" the more I design and it's something I definitely need to work on. 

Thank you!

Hey! This was a really fun experience for me, even solo. Probably took me about 1.5 hours for the standard one using hextml.playtest.net to do my map and add brief notes. 

My game summary is at the end of the post, but here's what I loved:

  • The game feels emergent as settlements change hands, are destroyed, and rebuilt. I could tell you the histories of various locations on the map, which is really cool. It feels alive.
  • I really like how each era gets progressively more dangerous. It meant I was invested in my kingdoms; I wanted to keep playing. 
  • It's smooth, simple, and fun which is great. I could get lost in simulating these little kingdoms forever and recording their histories.
  • Because it generates deep stories, it's a great way to develop a setting for a campaign of another system. I can already come up with conflicts and problems my players could get drawn into. 

My suggestions would be:

  • The minor factions didn't do much in my game except expand or get attacked by me (as player one and two). Instead of just expanding a neighbour at the end of each era, could you do a roll for neighbours instead with more interesting results? e.g. two minor factions go to war, two minor factions form an alliance etc. 
  • Because of how the 3d6 probabilities work, I kept getting the same results in a row. I just house ruled it and re-rolled, but I could imagine this might get a bit annoying with a long group game. You're eagerly waiting your turn... then get the same thing you got last time. 
  • Is there a mechanic you could add where you can choose to attack/go to war/build things rather than just relying on dice?

In my game, the hill dwarves in the west were almost wiped out by the accumulated pirate and bandit gangs (Sandstrider, Saltbeard, and Lazark). Their mithril gates were destroyed, their capital almost taken, but still they persist. Meanwhile the northern orcs spread peacefully.

In the east, the savannah orcs fought with the lizardfolk of the southern isle in a thrilling war campaign that bounced between 1s and 6s for a few turns. The demon cult on the island to the north grew in power, serving the vampire demon Ultruxya. They razed and took over a couple of orcish settlements, while the orcs drove out pirates on the eastern most isle to solidify their grasp.

Really, really fun.

I love it when I find a RPG that does in one page what I try to do in 200! This is a really interesting take on political/generation gameplay, and I'm definitely going to give it a run with my friends when I can.