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Reading through this went so fast; all of the rules felt like prose, they were so charming to behold (Gname and Prognouns really got me). The thematic elements and tone of the game are so clear that I feel like I could write a one-shot in it without any further prompting. The mechanic of glamour is a great addition (and clever use of the d12), that elegantly gives space for a bit of leniency but keeps things moving - and the tension increasing as time goes on!

It does look like there's an error underneath the description of Spelling, where it says you succeed on a 1, 3, 4, or 5, while I think it should just be a 1. And, though I may be biased by my own foray into Polymorph, the game feels light without any Edges for the Gnomes to choose. But overall, this was truly a delight to read, and seems like it would be a ton of fun (and a bundle of hijinks!) to play. 

Well, thanks for the nice comments! I was originally thinking about adding a selection of ability options, but I ended up using too much time for illustrations and other tinkering. Maybe if I revisit it.

As for Spelling, the first sentence mentions that it allows another action to succeed on a 1, in addition to its normal results. So, the example of Scouting using Gnomish spells increases the results from a "3, 4, or 5," to "1, 3, 4 or 5." But yeah, I'll see if I can word that better later.

I was enjoying your entry, btw. I deal with a lot of kids who are slowly moving from Pokemon to RPGs, and this will definitely be something I'll direct them towards!

Oh, that's nifty! It makes it so that the Gnomes can use spells more often, but it preserves the proportions (d4 gets to use them the most, d6 the second-most, ect). And the illustrations are very fitting (especially those that incorporate the Gemstones), so it feels like a good use of time. 

Thanks for directing kids toward Perch and Rescue! I run RPGs for a lot of young people in the prime Pokémon-card-collecting age group, and that interest bleeds into our games a lot, haha.