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(-1)

Just purchased this game and have read through it. I'm not sure I'm sold on the collaborative mystery aspect, partly because it seems like it would require a lot of suspension of OOC knowledge. However I won't knock it til I try it.

What I will knock is the lack of conceptual footholds provided. Giving lists of vague names with a few adjectives might as well be giving nothing; the table entries were too little for me to build off of or visualize, and there's really no other "meat" to this game. The rules seem clean enough, on the simple side but that's fine. But if you opt for a simple ruleset you need the game's tone, themes, etc. to carry it. I don't feel like that's happening here. 


I understand wanting to leave things broad so players can do what they want with the system, but at a certain point you need to commit to some things for us so there's somewhere for us to build from.

(+1)

Hey thanks for commenting, I really appreciate the feedback! I hope you get a chance to try the game to see how the collaborative aspects of the mysteries unfold, it's very different from more traditional games, and sort of uses different "muscles" so to speak, but it can be a lot of fun (some other great examples to check out include Balikbayan and Sleepaway). 

On the subject of not enough meat, I wanted to try and strike a balance between leaving things open for players to iterate and create, while still giving some level of example foundation. Though, perhaps that foundation relies too much on being comfortable with the aesthetic touchstones (not that that may be your case I'm just speculating!)

I ideally want to provide enough tools for anyone to be able to create in this space.  Some specifics that I am working on for the next update include, a greater variety of tables, further play-examples, and better explanations of the narrative conventions referred to in the text. I'm a little hesitant to add more detail to the backgrounds/artifacts tables as examples, as I find part of the fun is discovering the meaning of the aspects through active play (and in practice, both as a player and facilitator that's been the case so far). But still, are there more specific tools you would find particularly helpful? All feedback is important in shaping the game, so again, I really appreciate yours!