I really like this Moon, it’s got a lot of style and presents a fantastical setting I’d never dare to imagine. Pushes the envelope in a way.
Bakure
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I think a Moon sentence should be just as easy for a PC to use as for the Opposition, since the GM gets to work with the invoked Sentence after it is used. Even if the players use a Sentence mechanically in one scene, the responsibility of the Moon's setting/storytelling moves back to the GM after the conflict, and they can use the previously invoked Sentence in that scene narratively, and later mechanically themselves, with it being a callback.
A Moon sentence is meant to broaden the Moon's sense of place, like a unique twist that could only really happen there, and that means the Moon Sentences should be to either side's benefit. Your example of "Secret police" is a double-edged sword waiting over everyone, since it is the Moon's police, not necessarily the opposition faction's police. The secret police could just as easily arrest an opposing agent as a PC, and that's part of the drama. But once a PC invokes a Sentence in the story, that's become part of the story now, and after the mechanical dust has settled, the GM can apply that sentence in the narrative in other ways the PCs can't. The secret police could question the PC after they arrest the Opposition, or start tracking the Band more closely as an interested party, or remain involved as an interested party with their own goals separate from either of the first two groups. Once the scene has changed, and when narratively compelling, the GM can invoke those same secret police Sentence, and while mechanically it might not be a solid move, it'll narratively have more punch.
Started playing the game with myself and three others. Mailed it across the country and back, each of us having filled it out twice. Suddenly, no sign of the little book. Realize too late, one of us sent it in too thin an envelope, the little book of secrets was surely lost to the postal sorting machines.
I hope we scared a postal worker that day
10/10 would recommend The Machine
When I saw the game jam 'Spring from the Grave', I immediately had a game idea that went a little too hard on the spring part with only a little on the grave part. The necromancy isn't really the core focus of the game, just an aspect. Rather than submit and get removed/rejected I just thought I'd ask: How much necromancy is enough? I've attached a screencap from the game in case that helps.
Is there a way to make these tiles stay within the boundary for Hex Kit after rotation? When I go to rotate hexes they end up looking out of bounds and disjointed. It prevents me from using the tools effectively because I have to go through and find the tile specifically made for whatever angle of connection I need.
I'm back with another concept, i wanted something a little more light hearted / hopeful in initial tone so i'm also working on Disc Jockey's Final Ride You play a radio DJ who needs to stay on the air to keep enemies ('them') from attacking people. So long as your radio frequency has something going on, you'll be saving lives. Heck, you could even find a category of music that repels them and please don't say country music.
I think radio personalities are their own weird microcosm that would be interesting to hear as subjects for the log portion of the game.
Categories as of right now are Hearts - Music, Diamond - Equipment, Club - Callers, and Spades - The Enemy.
I'm really excited to be here, this is my first game jam and i'm really excited to work with the Wretched and Alone SRD.
The working title of my game is The Returned, about a lone newly raised undead who is attempting to return to their family. The game is them moving through the world encountering opportunities to try and complete/fix themselves from the scraps and remnants of the world around them. I don't mean just physical but also mental or spiritual, finding more anchors to who you are in the world beyond just your family.
I wanted to move away from a single individual in a contained space to making it someone who is hopeless even among people, with the container separating them from their own enemy being their own form.
I'm thinking of changing the 10 tokens aspect of the game but still brainstorming exactly how, i think i want to do some sort of called-shot for drawing certain cards at the start of the game to see if someone can really 'complete' themselves. I know this would increase the chances of 'success' but i have a plan for that.
I am pretty excited about my journaling medium, in that i'm thinking of asking the player to either write single words or symbols on their own body, otherwise sticky notes pasted to yourself work just as well. Im thinking about some mechanic to have the player 'muddle' these written notes later on but again, thats half-baked at this moment.
Much like Matt mentions above, the themes of this game could be difficult for a number of different reasons. I'd rather throw this whole idea out then make something harmful. I'm really afraid I won't hit the right notes and end up making something unintentionally harmful, so any advice would be greatly appreciated.