Thank you!!
AshtaFelix
Creator of
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Love the layout and the theme is super fun. I also love how the character sheet looks too. Very thematic.
I had a couple of questions:
Success/Failure: I couldn't see an explanation of what counts as a success or failure (I kind of gathered from page 2 under the description "A failed result without consequence 2-3)" but am I missing a table of what a success is? Is it just getting a 4+ on any die, or is it cumulative amount? Say I'm using a zombie trait and I can roll 2d6, do I add the numbers together, or am I just trying to roll a 4-6 on either dice?
Zombie Meter: When do we get to add points in our zombie meter? Or do we start with 4 points and they are a non replenishing source?
Overall, loving the concept and looking forward to the next edition!
I played it!
What sort of world, guild and characters did you end up making?
I created The Siren's Loft in a generic fantasy city. The Siren's Loft is a bard hiring service that wasn't super reliable with a receptionist who cared more about the paycheck than the job.
How did you feel about the game overall?
I love world-building and I'm a forever GM, but what I thought was so amazing about this game was how it helped stories to emerge. I am the kind of person who loves to try and connect things. I had an emergent story line about a new teen hire who seemed to have made some kind of devilish contract with someone... but my guy didn't get paid enough to care.
Were there parts where you felt stumped or felt you needed a bit more guidance on?
Defining what a shift is and how many card draws to have per shift. I know this is highly flexible and from what I could tell you've left it open. But I ended up landing on a one shift = 3-5 card draws.
What worked and what didn't?
I think the deck I had was a little too weighted in "Youths" in the prompt category. I kept drawing them and I got so frustrated that I ended up just hunting for a prompt card that wasn't a "Youth". I do feel like even though it is a solo journalling game, creating a defined "loop" of what a shift is could be helpful.
Other feedback:
Bouncing off what Fox Tale Games has said about "me days", adding in a "downtime" game loop could be a fun expansion. E.g. what does this receptionist do/explore/run into outside of work hours.
Anywho, those are all thoughts and you of course can take what is helpful (if any) and discard the rest. I had a really great time playing the game and can't wait for the release.