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Yes I understand the purpose of the questions storywise and the writing was very good. What I mean is that it would have been more interesting (actually it dépends from what you want to do) to have answers that are less easy to see which one is the "full / too much virtue" / "middle ground" / "no virtue". Especially considering those were always presented in the same order.

The goal is to get a good dice throw, and in order to do that, a player could just mindlessly never choose the last answer as it's obviously the "lack of virtue" one. Which is not idéal.

(+1)

Hi there! I wanted to respond as well since I'm the one who did the story and ward options. The intent of the questions was not to challenge players to get the Right Answer. Players were intended to give an honest answer that they felt truly reflected themself, therefore it didn't feel necessary to make the intention of the answers vague or unguessable. 

The moral was more supposed to be that we each judge our own virtue and that leads us to make decisions that change the outcome of our own lives, rather than some higher power doing it for us.

If someone gets a lower 'virtue score,' the die and their fate reflects what they feel about themself. :) Thanks so much for playing!