https://www.rascal.news/possible-worlds-games-will-publish-12-new-rpgs-by-2028/
Now that it's been announced I can say it'll be published by Possible Worlds!
https://www.rascal.news/possible-worlds-games-will-publish-12-new-rpgs-by-2028/
Now that it's been announced I can say it'll be published by Possible Worlds!
Offloading the social deduction element to NPCs could be a really interesting solution to that discomfort. You could turn to (non-social) deduction games for inspiration; Clue (aka Cluedo) is the big one, but I really enjoy more modern takes on it like Herbalism and The Search for Planet X.
Or, you could set up those NPCs in a GM situation, so that the social deduction is filtered through the GM's discretion. Maybe you'd get more distance from lying right to each other if it's just one of the characters someone is playing that's lying?
Here's my submission for the tiny world jam! Free copies are available on the itch page, so please take one if the price is any sort of barrier to you.
I made four little worlds that are written as "Quick Nettles" which means they're playable as starting worlds in my game Grasping Nettles. Even if you don't care about all that, they're still meant to be fun little zines for anyone to enjoy.
Oh that's very fun. A character-to-character take on gods and mortals means you'll play the gods as characters, presumably with voices and goals and desires. For my character-to-player example, I was imagining the gods that are abstract & beyond comprehension, so you only get the results of their actions.
It sounds like your mortal character would be the one holding the hand of cards in your version, while your god character is giving clues to another player. It's fun to see how little tweaks like that can change the shape of the whole game!
I played a two player game of In This World yesterday and had a great time making some bizarre worlds around the theme of space exploration. This game will immediately go into my shortlist of games for introducing new people to the types of games I like or for times I want to do a little worldbuilding.
I played it without knowing what the steps of the game looked like until we got there, but the gears in my brain immediately started the moment we were making the 'true and obvious' statements. Knowing that we'd be changing those statements later in the game, I started planning ahead with statements like "astrophysics works the same everywhere."
The world generation part follows up on those statements in such a great way. Starting each world with the very simple prompt of "choose one thing to make different and up to 2 to keep the same" lead to some fascinating variety among the four worlds we made once we fleshed it out completely.
I really like how little time you spend in the worlds you build in this game, it takes some of the creative pressure off and allows you to just let the weird ideas win the day. I'm looking forward to playing again some time and seeing the worlds that come out of different starting concepts.
This is such a cool design. Here are some reasons I want to play this game:
very helpful good/weird table. I think that might be a usable format for rating other things, so hopefully this isn't the last time we see one of those.
I might follow your lead on this. I'm trying to find some way to live on the line between blog and newsletter so why not some third thing instead?
in typing that I had the revelation that you can set up a free "notify me" reward like a community copy and then use the itch interact tab to email everyone when there's a new post
Hey Daniel! 'Physical Game' is just how tabletop games are tagged on itch. Since it's a video game website, there still isn't an actual tag for tabletop games and we make do with the physical tag.
As for feedback on the ashcan, I'm not looking for anything specific but am open to hearing about anything! I mostly have some ideas for future updates, so didn't want to call it complete just yet.
Basically, each suspect has up to four clues that they can be connected to--specifically connected in a way that will lead to the murder being solved. When that connection is made, you put an answer token between the suspect & clue. You're not connecting suspect and suspect, so any number of other characters can show up and interact in these scenes.
Keep in mind that you get to choose how these answers are generated, so can set a scene with anyone in it as long as it leads to a convincing connection between the chosen suspect and clue. The suspect in question doesn't even need to be in the new scene! You touched on that with the last part of your comment; it can be a lot of fun to pull relevance out of what looks like obscurity.
Hi, thanks for checking the game out!
If you're using notecards (as opposed to the worksheet), you'll only add notecards to the journal once you create the suspects, so you shouldn't have any blank ones in there for the killer to be bouncing around in.
If you're playing in worksheet mode (which is much less developed at this stage), I've done it both ways. Usually I will just pretend like the blank squares aren't real and keep the killer in the populated section of the journal. But there was one moment in a solo playtest where I used that situation as an opportunity to add new suspects and spice up my story.
Rules-wise it's pretty easy! since it's a turn based game, with one player it's just always your turn.
Feeling-wise, though, it's definitely a different experience, but the difficulty would depend on the person playing. Since you're not bouncing ideas off of other players throughout play, in my solo playtests the game became much more of an introspective experience where you're trying to come up with ideas that really speak to you in particular.
i'm taking a good long look at my game shelf and itch library to pick the perfect pieces, and figured i'd start this thread to see what people's first thoughts were.
Personally i'm thinking about mashing a board game with an rpg. codenames and the quiet year? deep sea adventure and the wretched? ganz schon clever and monster of the week? somebody stop me!
Stuck outside on a night of the hunt?
I was immediately drawn to this game, as it checks off a lot of my boxes: bloodborne, forged in the dark, tri-fold games, one-shot focused games.
The game offers a few nice twists to FITD to simplify it for one-shot play, but each of these changes pushes the game towards the theme of hunters in a city gone mad for one night. Can't wait to play it!
I'm a big fan of how different all three quick nettles are - hang out at a bar on the moon, play year long space mech football matches where the ball gets lost in saturn's rings, or deal with the sinister disk found on the surface of pluto.
And the three different modes of play offer an interesting twist to the situation - what does it mean to take an issue that cropped up in the sports game over to the tranquility base hotel?
There are quite a few other games trying to fund their existence on itch and wanted to leave their links here for people to check out. Feel free to post any others as well!
https://keganexe.itch.io/the-necromancer
The Plus One Exp Beard Balm Booster - If your character wears a beard in any way, take Well Groomed Beard as a stat. That's it. It's a good one.
The gayhalforc Go Mode - once you take enough damage, you enter Go Mode like you're Terry or something. Everything you do is now tinged with magic and has greater effect.
The Josh Hittie extra dice power. Death Mask Die- if you have to roll the dice and happen to be shrouding yourself in necromantic energies, roll an extra die. Revenant Dice - If you are channeling forgotten memories and skills from your past life, roll an extra die. Add this extra die in whatever way makes sense for your dice class.
Yet Another mv pocket power - before you sit down to play, fill your pockets with as many dice as you possibly can. When you're unhappy with a roll, you have 10 seconds to pull a die out of your pocket and set it on the table to whatever face you want. That die is considered to have been rolled naturally.
oh i love that. Here's a go at it:
setup:
you can never have an odd number of stats. If you have an odd number of stats, roll for an extra one.
Pair off your stats in a way that makes sense to you. Set which one is high, and which one is low. Choose a number for them.
Dice rolls:
when it's time to roll, pick a stat to roll 1d6 on. Roll +1d if you're prepared for the action, and compare the number to that stat's pair score. If the stat you're rolling is low, you want your dice to be below the score. If the stat is high, you want to be above the score.
If no dice succeed, it goes wrong.
If one die succeeds, you succeed with complication.
If two dice succeed, you succeed fully.
If any dice roll the number exactly, ask the GM a question about the situation and they must answer honestly.