Check out this breakdown on creating a character in Cast Away, written by Tatiana Gefter for an upcoming actual play miniseries 🏕
https://totscharactercompendium.wordpress.com/2024/12/16/cast-away-afterthought-committee/
Check out this breakdown on creating a character in Cast Away, written by Tatiana Gefter for an upcoming actual play miniseries 🏕
https://totscharactercompendium.wordpress.com/2024/12/16/cast-away-afterthought-committee/
Thank you so much for trying our game! Love to hear that snatching victory from the jaws of defeat was a highlight for your players.
To answer your question re: conditions, we wrongly assumed that mechanics to remove them were unnecessary as the game world is modeled after our own reality. If you're tired? Sleep. If you're hungry? Eat. If you're freezing? Start a fire. To list all the possibilities would've inflated the book and to list only these few examples seemed like advice that didn't add to the text in a meaningful way. But if we had to do it again, I think I'd add a page on removing conditions anyway to keep gameplay simple and quick.
Follow @unenthuser & @kingqyote for updates on TANGLED, the next level-0 funnel in our Old-School Essentials series.
I love this adventure! It's not easy to write something that evokes a specific vibe while staying open-ended enough that any playgroup would feel at home within its gentle restraints. The character and "entity" generators are fantastic as well. I really love all the unique combos.
The way the challenges, complications, and 'game mechanics' are hinted at in the text is genius. Being asked to interpret the difficulty as a collective is a nice touch. The subtle ways the text leads players and GM alike to become game designers is everything.
It asks you to pay attention - as a Navigator or a Survivor - to connect the tissue of your challenges through roleplay. This is an adventure about your characters and their psyches. You'll constantly be on the lookout for opportunities to develop characters in an introspective meta 'mirror' of your literal play experience irl and in the game.
This game-within-a-game works perfectly for Cast Away and provides a framework with which to utilize any setting, story, mechanic, or other element you wish to include. Use this to play a Troika adventure? Sure! How about a Mork Borg dungeon? Why not?! It also works really well to introduce a longer campaign if that's what you're looking for.
The potential for deep, interesting, and unique game experiences is outlined in a way that caters to the improv GMs, the prep-heavy GMs, and everyone in between. The added "meta" of an imagined world inside your imagined world is the cherry on top. Well done!
Yes!! Love to hear that you had fun with these modules. Hadn't thought about putting zombies into the space station but now that you bring it up, I think that would work really well. Perhaps an infection broke out while your party was riding the elevator up, so they have no idea what they are getting into when they arrive. Sounds fun! So happy you are having a good time.
This is the sort of collection that demands to be held in print. A truly horrific masterpiece of both adventure design and evocative artwork that will have your players screaming with delight...or at least screaming.
The Shattered Tunnels is my personal favorite; a standout adventure with haunting enemies, NPCs, and locations. Also, I'm incredibly jealous of the comic book style panels. I can't wait to see what's next in store for this series of misadventures!
Thanks so much for supporting our new game, glad you enjoy it!
We're currently working on a pack of scenarios to supplement the game with three different settings and some alternate rules so keep an eye out for that coming ~March. We'll be hosting a jam to create your own scenarios then as well since the system is just perfect for generating survival scenarios. If you have a Discord, we'd love for you to drop into ours and share your homebrew stuff. Also, if you have any more questions we're pretty much always online.
As far as Hunting (Challenges) vs. Contests go, in the vanilla rules your example would play out something like this: Your hunter has bonuses to rolls involving tracking, sneaking up, and attempting to kill their target. As long as there isn't a more direct conflict between the two creatures, the bonuses are still calculated. However, if the initial hunt is unsuccessful and the creature becomes alerted and is actively running away or fighting back, the Contest rolls begin and are an attempt to simulate chaos or luck rather than pure skill. For example: If I'm skilled at Hunting and come across a bear, my skills might go out the window as the creature barrels down on me. At that point, it's less about how well you can track/shoot and more about whether or not one side or the other is lucky in a moment of panic.
That being said: We're releasing some examples in an update soon that adds a bit more depth to combat but mostly encourage you to make it your own. If adding +2 in a combat situation makes sense, go ahead and make it happen :D Just remember, a creature with a D4 against a combatant with a +2 will almost never succeed. Anyway, we hope this helps clarify some things. Hope you drop in to say hello on Discord!
Hello there! I've been hoping to contact someone who could tell me about using The Support Flower as a 3rd party. Ever since seeing it implemented in Thousand Year Old Vampire I have been interested in somehow including this wonderful safety aid in my own game. Could you please reach out to afterthoughtcommittee@gmail.com and let me know if this is a possibility? Thank you!