No problem! Glad to help out! Good work on the game, I'm going to keep it in my back pocket for a oneshot sometime!
AirkSeablade
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This is an elegant twist on the Lasers & Feelings formula, and gives it just enough extra 'game' to mix things up.
I particularly like the Keepsake mechanics -- both for awarding them and the fact that you need to spend -all- of them to clear Heat -- and the Emotional Encounters table, which gives me EXACTLY the vibes I want from a game like this.
Honorable mentions to the mech 'sketches' with the snail tank.
This game is super cool - it feels like a great fit for Forged In The Dark and I love the way the card draws work - but I'm encountering some fiddly questions (when you can draw as many cards as you want because of controlled position, do you have to declare how many you are going to draw before you start? I assume yes but hate making assumptions) and errors (the text says Baker begins with one dot in Triage but that action doesn't exist, it's actually Direct.)
Are you still making updates? If so, do you want the full list?
Wanted to add a comment here since I just cracked open my copy for a look for the first time in a while -- it seems like you've got some sort of weird issue with your PDF bookmarks; While there are correct bookmarks in the document, there are preceeded by a whole bunch of bookmarks with names like "_heading=h.pp6px1afcjnd" which clutter up the pane and are probably not intended?
Can anyone verify for me if the issue with the play materials that exists in the DTRPG edition of this game is a problem here too?
Specifically, in the reference materials (but not in the actual book) Comfort and Support says:
When you assist a fellow PC, roll.
On a hit you lift them up: they may choose to give you a Bond with them or clear a marked Element.
On a 7-9 you may also clear an Element yourself, ask them a question they must answer, give them a Bond with you, or gain +1 Influence (Courtly).
In a scene, you may use this move to aid someone before or after a roll. Spend a Bond you created with them to give them a +1 to their roll.
***
Two player seems to work with the method you describe, but not four player (I tried both https://itch.io/physical-games/four-player andhttps://itch.io/physical-games/four-players) ? This doesn't feel like it's working. =/
There's an ePub version available now. Give it a look and let me know if there's anything amiss.
Also, if it's not too much trouble, I'd really appreciate a positive rating on either this scenario or Shepherds, if you think they're deserving. It really helps with people finding them.
Thanks again for your feedback.
Glad to hear that! To be honest, part of why there isn't an epub of this yet is that I wasn't sure if anyone was using them, but this conversation is providing the incentive to put in the work.
Currently I need to finalize the dungeons supplement for Shepherds - basically just with some example dungeons - and then I am working on another scenario, but it has turned out to be complex and difficult, so it hasn't been going ahead very fast.
Outside of that, I do a little bit of editing on other folks games, but I don't have any other "creative" projects beyond the "what if" stage.
I am attempting to send an Email to everyone at a specific reward tier on my project. I go to Interact -> Email, and create a new mail. I fill in all the fields and select the reward tier from the list. When I select it, it shows that there are 138 people in that tier. But when I click "send" on the email, I get an error that says "no recipients". Nothing I can do seems to make any difference. I can send a preview mail to myself no problem.
Also note that this is DIFFERENT from the error you get if you leave the recipients field entirely blank -- that one says "recipients must be a string".
I email support about this nearly a month ago, but have heard nothing about it except for the single automated reply I got when I initially reached out.
Is anyone else seeing this behavior?
I've updated the main rules doc with minor notes to clarify on your points. The rules for damaged Prisms now say: "When this happens, you lose the +1 Attribute bonus and any other benefits the Prism provides, but can still use Arthic Moves as normal."
And the "Using Work Together" section notes "However, for characters with zero or negative Trust, only the third option is viable – since the first two give no bonus. This means Working
Together is powerful but expensive until the characters can forge stronger bonds."
Thank you for your feedback!
Good idea on both counts! I admit I didn't entirely think through the effects of damage on some of the more complicated Prisms. I think it's probably cleanest to say "Damaged Prisms continue to give their +1 stat, but offer no additional benefits" but I will definitely want to make an update clarifying that.
Thanks for your feedback!
Characters with zero/negative trust are actually the reason the third option exists, since as you've noticed, the other two don't really work. It does mean that there will probably be fewer instances of low-trust people helping each other, but the relative power of the 3rd option helps compensate.
If you find it doesn't work out that way, you can certainly try things out with a minimum bonus of +1, though this means there's not really any difference between Trust 0 and Trust +1.
I also briefly considered changing Trust to go from 0 to 4 instead (and move the 'negative trust' penalty to 0) but overall things seemed to work well as-is. The place it feels like it would sting the most is in shorter games, and for those it's probably a good idea to use the reduced cost to increase Trust from page 60.
All that said, the Trust/aid cycle isn't a tightly balanced equation where everything falls apart if it doesn't work 'exactly so' so if you'd like to give lower trust characters more options, by all means, go for it.