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Connie Chang

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A member registered Apr 11, 2020 · View creator page →

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Thank you so much and hell yeah! I hope you have a kickass time!

I'm super excited to share it with everyone!!

I posted about it on Twitter here! I also shared it on Instagram. My socials are the best place to stay current on news regarding my game design efforts! Though, this does remind me to post updates in the ashcan game page as well :)

Hey there! Great questions, and agreed that it's always lovely to know design intentions behind games you enjoy -- it helps me facilitate my sessions as well, as a game master.

For Wield a Power, the 3 strain is a copyediting error, a vestige pre-playtests where it was discovered that 3 is rather punishing and often triggers the Suffer your fifth strain move. So if the player would like to achieve the effect anyway, they'd only have to suffer 2 strain. This would be in addition to marking 1 strain if they're "desperate for this to work"; i.e., you pay the price for 1 strain before making the move, and you can choose to suffer an additional 2 strain if the result is not what you wanted.

For Challenge Someone Dangerous, the motivation was to hit on the themes of Divine Moves being dangerous, obvious, and intense. I wanted to tap into the spectacle of divine conflict. The Mortal Moves about negotiating your relationship with other people (connect with someone, feel someone/something out, etc) are rooted in this intimate, vulnerable tone; the idea is that when you're a mortal, you can resolve things privately, with both of your hearts laid bare. That's less prevalent when you're tapping into godhood. When you challenge someone dangerous, you're not just challenging their abilities, powers, or wits; you're challenging their reputation, what they stand for, their very domain itself. Hence, requiring an audience. For what it's worth (and this is something I'd likely expand upon in the full game!), the audience can be defined however you like, whether it's literal (e.g., a herd of that god's mortal worshipers) or more metaphysical (the eyes of destiny are watching you in this moment). This adjudication has led to some really interesting uses of that move in my own private games and at my playtesting tables!

If there's really no way to involve an audience in triggering that Move, and this is proving to be a point of friction at your table, you are always free to adjudicate the outcome however you like. I'd lean in the direction of "no" to "the audience is on your side" and trigger the Divine Move anyway, just because its resolution can be super juicy to play through. This is all good feedback as I approach finishing my words on the full game.

Finally, re: keeping secrets, it's what I've found to be particularly fruitful at my own tables running GODKILLER as a duet experience! Most other PbtA games involve more than 2 folks bouncing back and forth with ideas, and I discovered quite early on in my playtesting process that if my partner knew everything I did, and/or had complete equal power over what would happen next, it took away a lot of the spontaneous fun of playing for them. They still wanted to discover my plans, thwart my plots, and interrogate my gods with various hidden agendas. This approach does put a larger creative load on the GM, which is something I'm considering deeply as I tackle the full text.

Thanks for the feedback and I hope you've been enjoying playing the game so far! <33

Thank you so much for the in-depth review and analysis of the game, Aaron! <3

Thanks so much for hanging tight on a response from me! This is SUCH a lovely coincidence that you're asking this... I'll have big news about a physical release coming out tomorrow on my birthday :EYESEMOJI!:

Hell yeah! So glad to hear you had a great experience <3

Hi! Thanks for waiting for a reply — but the full version is still being created! I’m working with a publisher on it :) I’ll be announcing more official things about it in late March 2024!

Hi there!! Yes, I would absolutely love to discuss the possibility of getting a Polish translation in, I’d be so honored. Please do reach out at byconniechang@gmail.com and let’s get a meeting on the books!

Eee!! Thanks so much, Farris, this comment means so much coming from you. I’m glad you had a blast with the game!

RELEASE DAYYYY!!!

LET'S GOOOOOO!!!

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Correct! The Cradle is the default / canon setting of the game, but what the Cradle looks like, how it operates, and what its history is are completely up to the table. You also don't need to use the term "Cradle" to describe your world if you don't want to. The full game will include more detailed setting information about various versions of the Cradle, including the one featured in the GODKILLER: First Blood podcast series!

Editing to add that the full game will also include guidance, rules, and advice for homebrewing your very own Cradle.

SHE HAS ARRIVED

IT’S HERE!!!

Hell yeah!! So glad you've been enjoying the podcast, and I'm so excited to share the game with you and everyone else <33 Hoping for a release early this week!!

Excellent! I can’t wait for you to get your hands on the game, and thanks for listening!

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That's a great question! The ashcan is an extremely trimmed down, boots-on-ground field guide for folks to hop into GODKILLER right away and so won't have much in the way of worldbuilding, setting creation, and god generation aside from giving you the fundamental tools to build your own.

My hope is to use the sales from this ashcan run to fund a Kickstarter for a full game where there will be a fuller worldbuilding guide along with fleshed out settings, adventure modules, a more in-depth god-building toolbox, and more! When the ashcan is out, I will gladly welcome suggestions for what folks like yourself would like to see in the full game.

Light the flame of hatred in their heart, God. Bathe them in oil and ignite their baptism. And whatever you do... never, ever, ever relent. ONWARD!

I'm so, SO excited for you and your brother to play this game, Val! IT WILL TRULY BE SUCH A TIME

Scream!! I can't wait for you to get your hands on it in particular. TIME TO VANQUISH SOME GODS

https://byconniechang.itch.io/accelerated-combat

https://byconniechang.itch.io/roll-play

https://byconniechang.itch.io/halo-n-horns

https://byconniechang.itch.io/halo-n-horns

https://byconniechang.itch.io/halo-n-horns

Absolutely! Thanks so much for commenting, excited for you to use these rules at your table ^^

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Hi there! I’m so glad you’re enjoying the module so far.

That’s a great question! Yes, the DCs are meant to be the same for both rolls. The logic is that it’s very, very hard to escape taking any damage at all on a wound roll, even if you exceed the DC by a significant amount. The only way to escape damage is by rolling a nat 20.

That being said, I’ll probably address that scenario in a future update to the rules. There’s definitely some fiddling to be done by making fight roll DCs lower for enemies with lower ACs, and wound roll DCs higher for enemies with higher attack bonuses.

Thank you for the feedback!