Play project
Trajectories's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Story (or Starting Scenario) | #49 | 3.167 | 3.167 |
Use of Theme | #56 | 3.000 | 3.000 |
Mechanics | #63 | 2.750 | 2.750 |
Overall | #70 | 2.875 | 2.875 |
Setting (or Location) | #76 | 2.583 | 2.583 |
Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
A great storytelling game. Good job!
I really like this one.
It has strong RPG elements that are supported by well defined mechanics. R/P/C is not my favourite part because it breaks some immersion and really don't see purpose for it. I believe that players should give narrative right for their characters to other players in some extend.
Setting is bit fuzzy on the time period or specifics but it is complacently understandable. Scenario on the other hand forms naturally from PC and their actions.
Theme and end twist are strike of genius. Having poured your heart out and opened in the final hours just to return to ordinary life is great twist.
I do like the story-telling aspect, as each player takes the role of a person they have to improvise on the spot. And then continue to improvise as the rounds progress and people reveal things about themselves or relationships with others. Good for people who feel the need for the dramatic.
I like this one. Stands out from the rest that I've read. Bonus: twist ending!
Interesting collaborative storytelling exercise. Lacks good pacing (when does it end?) or inspiration (where are we?) for players. A lot could read as a suggestion or a requirement. It's a bit unclear. Is the lonely mother simply an idea for a player or are these the 6 roles players must take? If so, connective setting and theme is unclear. Most of the story is up to the players to determine without useful details.
thank you for reading and taking time to comment!
For what concerns pacing the intention was to leave freedom to players either to just make a short "photography" of characters' lives, or deepening their exploration through a more long and complex plot/Story.
The roles I wrote are based on a setting I didn't find room for in the 200w limit. Something like:
" You have spent all your life in the tribe on the island. Yours is a society of rituals, survival and community life. A mad old man has been screaming for weeks that the sun was about to die. Most did not believe him, and you? Now it's dark, and the whole community is gathered on the beach ..."
So I decided to keep the roles to give readers a hook on what kind of personal trajectories the game was meant to explore, while I tried to leave space for other settings and characters...