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(+1)

I like to introduce and demo safety mechanics with relatively low stakes (e.g. X-ing a name, lining/veiling something everybody might automatically assume to be off-limits anyway, etc.) early in the games I play.

This game-tool-hybrid looks to be a smart and carefree way to get folks comfortable with using such mechanics to go deeper into the narrative, thereby experiencing that a story (and the fun you have telling/roleplaying it) can survive quite a bit of adaption (and might even become better for it) if you care to take into account the sensibilities of everyone participating.

Yes, that's exactly what I was going for: Letting people practice saying "no, I don't want this," as well as letting them practice adapting things on the fly, all in a low-stakes environment and hopefully with the resulting realization that it's actually quite hard to "break" a story by having someone say "no" to one of its elements if everyone is motivated to keep telling it. The game page has a bit more background information, in case you haven't seen that yet. Besides that, every playtest so far has been absolutely hilarious!

(+1)

Yeah, in hindsight I pretty much just dumped an amalgam of what I read on the game page and my impressions of the rules themselves in that comment 😅
I’m happy to hear that the game had the effect you intended for it on me (and probably others).

Ich wünsche ganz viel Erfolg bei der Abstimmung und hoffe sehr, dass die Regeln prominent im Buch landen ^^

P.S.: holy moly, re-reading the page I just realised how doubly clever the title is (improve-to) 🤯