Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

Really nice game overall, and nice and evocative illustrations! Some comments and questions:

1. I assume that the faction's statistics are used for the opposed rolls (it says "whenever you roll the dice" but the statictics aren't mentioned again after the definition). In that case, does the "attacker" choose which stat is used for _both_ players, or can the "defender" choose whichever stat they want?

2. The table of free actions on page 20 is labelled 2d6, and it seems that those are the kind of dice used in the game... but the results are 1-12, instead of 2-12??
3. A "full" example would have been nice! Not a full game, but at least a full round.
4. How many players can play this game? Considering the mechanics of selecting a fabulist, it makes sense that it will be at least three, but I wonder if you have thought about an upper limit. Or maybe you think it should be at least 4, or whatever.

(+1)

Thanks so much for your comments. These are great. Look out for my comments on Unexplored soon!

1. Good point - this could definitely be clearer. If you look at page 14-15 you can see the explanation as it exists:

"After establishing the bonuses, each player rolls two six-sided dice and adds their bonuses, as well as the modifier from an appropriate attribute matching their description (they choose). Ties go to the opposing Faction."

So, I'm trying to say each faction chooses their own attribute from their Faction Sheet, but it could be clearer. It would be interesting to playtest where the defender gets to choose. I am a bit worried people will just always pick their best stat, since they can try to justify it. However, the reward structure means it doesn't necessarily mean losing is bad - you can lose and still be the Fabulist, but it is probably less likely. Part of the strategy would be in the attacker trying to fictionally position a tough situation for the defending faction. For example, threatening the civilians of a district loyal to one faction might necessitate the defender use Sow or Plot rather than Beg or Mob.

2. Wow, what a rookie move! I'll have to fix that to be 2-12 after the jam.

3. Agreed. I can add in a full example round of play after the jam - that was a "stretch goal" that I didn't hit.

4. I recommended 3-5 players on the front cover. I only had time to playtest one game with 3. I imagine it could accommodate more, but I think it would begin to get quite slow with more than 5. I might explore an alternative 'simultaneous' play style for larger groups where each player basically 'does' their turn and then the descriptions all happen rapid fire around the table afterward. It would just break some of the existing order-dependent mechanics that the Fabulist benefits from.

  1. Ah, I see, thanks! I missed that.
  2. 😄
  3. "Stretch goal", haha. Ok.
  4. Ah, doh! I was trying to find that information in the introduction, and since I didn't find it there, I did a text search for "players"... but it seems the cover is an image, so I didn't find it 😩 3-5 players does sound good!