No worries! It's a really cool game. Thank you for writing it!
kumada1
Creator of
Recent community posts
Workhorses No More is an Uma Musume with a bit (a lot!) more intentionality behind what it wants to say. Uma has some thoughts about loneliness, friendship, competition, the meaning of success, etc, meanwhile Workhorses is screaming, firing an uzi, and doing donuts on your lawn. If you've ever thought for more than a minute about that throwaway line about how an uma's body is basically a lethal weapon, you are in the right headspace to begin reading Workhorses.
If not, other plausible touchstones are Revolutionary Girl Utena and Madoka Magica. No I'm not kidding.
The PDF is 20 pages, with a banger cover and a plain but entirely readable interior layout. This has a side effect of highlighting how (positive connotation) batshit the text is willing to get. There's a surreal, hotblooded dreaminess that runs through Workhorses like a spinal column. It's a *fantastic* read, but you'll also be kinda clinging by your fingernails to where you think the setting is going---and I think to vibe with it at all, you've gotta be able to understand destruction as an act of transformation.
"This horsegirl game examines hegemony" is a thing you can say about Workhorses and it will be true. It's also implicit and deft in how it talks about the topic. Your character has traits like Yoke (your primary obstacle) and Truth (a thing you believe unquestioningly) and you are a student at the Sisters Of Mount Sinai Academy For Young Girls which forces you to race---and also you rebel from it by racing in secret. There is a lot you could unpack about this.
There's also a good light crunch to character creation. Everything is small numbers, but there's a lot of unilateral powers and bonuses that create a complex game environment. Workhorses' dice are simple but also weird and smart in a way I haven't seen before---2d6, drop highest, add stat, and one die is negative while the other is positive. This means you'll usually get a stat modified by a low amount. Even a total of 1 is a success, but higher numbers translate into more effect. Plus you have a spendable resource called boons, which come back on high rolls, so you can kinda combo high roll into high roll or rescue yourself from bad failures.
Added to this light crunch are some good, quick rules for contests, combat, and a thematic mechanic about speaking in red that is heavily intertwined with the lore and allows you to reverse bad failures into heroic successes. Essentially, red is the color of absolute reality, and if you speak in it, your words are truths stronger than your environment.
For GMs, there's some story seeds and NPCs, but I think the real secret sauce is the writing. Workhorses is a game you have to feel, and reading it does a great job of putting you in the right headspace.
Overall, if you like hotblooded indie ttrpgs and have an even passing interest in umas, this is a strong recommend. This is a stellar game to read and I think will be even more memorable at the table. 10/10 I enjoyed it immensely.
Minor Issues:
-p 8, Social Studies, "a breast" should be "abreast"
-p 8--9, Abilities, the Favorite Subject and Club and Lineage subheadings blend into the rest of the list. It could be worth centering / underlining the text to make the subheadings pop a bit more.
-p 10, I think you can just freely boon every roll that's 0 or better and get the boon back. This might not be intended play. Restoring boons on sufficiently negative rolls instead of positive ones might add some more dynamism.
-p 11, this talks about "rolling on an appropriate stat" such as "Might" but I couldn't find either of these things in the book. Are these holdovers from the core system?
I've been using "this is a ttrpg" in increasingly outlandish circumstances to see when I finally get pushback. Also yeah, the physical dictionary is a bit of a limitation and I couldn't figure out how to adapt it gracefully to wikipedia. Although, I do kinda like that it uses archaic tech. Maybe my next game will require a rotary phone.
I was a playtester on this, and can speak pretty roundly in favor of it.
Haghorse Run is a classical style train adventure that is complicated by the fact that it's running in Footfall, so when the turn does come and Things Happen, everyone involved is a physics-ninja.
This both means that Haghorse Run can go more literally and metaphorically off the rails without imploding, and also that the suspense leading up to that moment feels more interesting. There's a real sense of tempo as the PCs and NPCs start exerting more and more influence as they get a sense for the social and physical landscape of the train, and there's a lot of little mysteries to solve or entirely miss. Genuinely, this is one of those adventures where it'll never run the same way twice.
In terms of polish, the version I playtested was pretty full of features but there's been a lot of small stuff added since then. My favorite bit of enrichment for a train scenarios is a period appropriate menu, and Haghorse has one. For maximum immersion, you can try to cook it yourself.
In terms of who this adventure will resonate the most with, I think people who play Footfall like it's Outlast might not vibe as much with the more gradual pace, but if you like mysteries and pseudo-historical RP and stuff like Horror On The Orient Express you'll have an excellent time.
You can also use it when you're not being attacked, but during an attack the teleport is slightly slower than the attack, so you still get partially got.
The problem here might be that I called it blink, which implies it's a lot faster of a process than it is. 'Fade' might've been a better word choice.
All effects are intended to stack, so if you take multiple Specialties that affect your Social Standing, they should all apply. If you take multiple Specialties that randomize your Social Standing, you choose which of them applies last.
The Woods Mother's Mother's Care tokens are not meant to last past the end of combat. If a Complicit copies the passive, those tokens are discarded when combat ends.
These are really good mechanical additions! Progressing the time to sunrise in particular is a really good way to keep tempo during a scenario's finale.
Guaranteed damage I assumed would have a place in a meta, but I did my testing individually for this game, so I might've missed how good it is on a team. I'm not sure I have an idea for how I want to calibrate it yet, but I'll do some thinking about a patch.
Also a saber salute to Viney Vinnsauce! His memory shall remain!
Reincarnated As The Unloveable Villainess?! is a mini otome isekai solo rpg with splendid presentation and maybe one of the best banners I've seen on itchio; laser guided precision old-school shoujo, a Glass Mask panel backlit by lovely sherbet colors.
Reincarnated's PDF is actually three PDFs, at 8 pages each, plus three Chinese translations of the same. They're all standalone, you don't have to read all three, and they have the same broad structure. However they're different in their specifics, letting you choose between traditional otome fantasy, supernatural, and wuxia flavors.
Mechanically, Reincarnated does a strong job of replicating the traditional gameflow of a otome. You generate the villainess you've reincarnated as, you generate the ostensible protagonist of the story, and you generate the love interests the protagonist is supposed to be romancing. And then you have encounters with these characters, slowly raising their affection with you.
This is a game you can lose, and there's a round structure with pre-set bad ends you can qualify for. You can also romance all of the love interests, date and progress your relationships, and get bonuses when they fall in love with you.
Dice-wise, you have a two stat split---Lore and Love---and you roll d6s under each to pass checks. Checks are randomly generated, and you get a small bonus if you can leverage bits from your character creation in a situation. Rolling a stat exactly is a crit, and rolling a 6 is a crit fail. You always use your best die, so when you can bring in your background you have good odds of doing decently. Succeeding checks brings your Bad End meter down, and failing them brings it up, and if it isn't at zero when you reach a Bad End checkpoint you game over.
If you do make it through thirty rounds, the end scoring system takes into account both your relationships with the love interests and how much you've buffed your stats. In kind of a surprising progression fantasy twist, if you're rocking maximum Love/Lore you can choose to wave all of this dating aside and pursue ultimate power. It's charming, and there's a lot of variation both here and throughout the game. Lots of journaling ttrpg systems are deliberately loose mechanically, but Reincarnated kind of builds a cage of rules to force you into interesting scenes. It's neat.
In terms of writing, the roll tables are precise, confident, and fine tuned to duplicate the feel of the source medium. There's metaplot, drama with the protagonist, backstory for the love interests, galas and duels and the love interests getting into situations and uh oh the love interests are injured on your doorstep and there's only one bed. The plot twists that you get on a critical failure are especially interesting, and a lot of them start straying into high octane metafiction. Metafiction itself is pretty comfortable isekai territory, but "a love interest is aware of the heart meter"---we have now passed the border into very good and interesting horror.
In fact, the deeper you push into the PDF, the more it seems like that is an extremely intentional sublayer to the game. There's player support tools for things like timelooping and adding new love interests and expanding the upper and lower bounds of the affection meter, as well as for dating the protagonist (in true Katarina Claes fashion), but the game pushes back and distorts the more you interact with it on this fundamental level. If love interests really hate you, they automatically induce new critical failure twists, and their hatred for you "transcends the storyline." And if love interests love you beyond the normal cap of the hearts meter, they erase themselves from existence across all timelines to clear obstacles from your way.
And the more you timeloop, the more the game around you starts to degrade.
The easy bad ends and replayability push you towards running into this part of the game eventually---one "but wait, I can fix it" and suddenly you're doing a Re: Zero.
I don't think it is incorrect to say that this is a masterpiece.
Reincarnated is an excellent replication of genre that then has a second type of game lurking inside it like a xenomorph. You can play it for a fun cozy otome time, or you can play it to fall into a spiral of melodrama and clutching at the fading threads of a happy ending that may have never been possible or that may have been changed irreversibly by your mere observation of it. Or you can date three princes and a plucky country girl!
If you're on the fence about this one, or about solo games, or about otome, or really about anything in general you should get it. 10/10. Went in with expectations high and it still completely surpassed them.
Minor Issues:
-On page 1 of all three PDFs, on a roll of a 6 on the 10 Hearts event, "roll an additioanl"
-On page 2 of all three PDFs, if you roll lower than the related attribute, "how the action has helped you stalled your death" this should be stall
-On page 3, in just the fantasy PDF, "if you reach 10 Hearts with an LI" is missing pink on the I
-In this font, it's pretty hard to visually discern + and - from each other. This isn't a huge deal, it's usually clear from context, but sometimes I had to squint at the page.
-Can the Bad End counter go negative? If not, it seems like you can kinda get torpedoed by bad luck if you're at 0 but roll a failure right before the bad end round. Granted, sudden bad end for no reason is kinda standard visual novel territory, and you can just timeloop yourself out of it, but I couldn't figure out if this was intended.
+38 Archivist Points! +250 Archivist Points when the supplement comes out!
Also combining the mechanics here with OPSE is interesting! I hadn't thought there would be an appetite for a lot of narrative expansion here, but it's very cool to see.
I'm glad this game is resonating with folks, and let me know whenever the supplement is live. I'd love to link it from the page.
Yep! That's intended, and there's a little bit of counterweight to it. You can push your number super high with a friend's help, but this means you will get flattened when an obstacle does not match your nature. So you're incentivized to cooperate sometimes---and more often if you're in an environment that doesn't match your nature. Meanwhile your friend has a higher incentive to oppose you when the environment matches their nature---except, they might want you to cooperate in the future, so there's push and pull.







































































































































































































































































































































