This is, simply put, all-around excellent!
It's the kind of content I really see as something you could potentially expand into a fuller game; I'd buy it for sure!
Hey! Thanks for your enthusiasm :)
In response to your interrogations:
1. If the City has no valid cards, it must do a rearrangement!
2. You fill tracks at the end of a scene: go over each track, decide if what it represents has progressed somehow, and if so, check 1 box of the track.
I hope it clarifies things a little!
"DIFS" is a kind of compendium of everything I find remarkable about the indie-role-playing scene: a small production made with talent and economy, for the sake of beauty rather than profit; an idea that scratches familiar corners while remaining original (dwarfs we've heard about, steampunk too, but steampunk marine dwarfs, less so); concise, efficient rules; all of that within a beautiful, efficient layout, condensed into 2 pamphlets. Nothing to complain about!
What a wonderful little game! Very well-written, with simple but clever mechanics and an excellent idea developed just the way it should!
I love the card drawing rules and the idea of playing the whole life of two characters is super appealing to me.
It goes straight to the top of my pile of games to play as soon as possible!
Games like these are why I spend a few minutes of each day on itch.io looking at the TTRPGs recently released: because every now and then, I come across such incredible nuggets as this one. Get that: the author of this game, in which you play as werewolves fighting against the minimum wage during the day and against big monsters at night, decided that it wasn't polished enough to get paid for it, so he released it for free... When I see the quality of its layout, the beauty of its illustrations imitating 1920s woodcuts, its twelve story ideas per page, its simple and elegant mechanics, its slick advice on game mastering, I can't tell myself anything else than this: this is an absolute *banger* and it's almost a shame not to give its author any money!!
After reading this game, I can say with confidence there's no need for another TTRPG inspired by Borges, ever: seldom have I seen a game that wears its inspiration on its sleeve the way this one does, clearly showing the love of its author for its subject.
This is mainly a writing game, full of self-righteous narrators, footnotes and, of course, forking narratives; a game in which everything is possible, except the mundane. I could see myself playing it for weeks on end, getting lost in its endless possibilities; in a way, I already did.
The link is in the description above! You can find it right there: https://nthdegree.itch.io/forking-paths-2-lost-in-dark-halls
Happy wandering!
A new game from Guillaume Jentey is always worth a look! Even more when it's about something as cool as playing the role of Sitters, who protect a forest from harmful outside influences, be they magical or human... It's really a pretty sweet game, which also has a complex, even strategic, mechanical part, and allows darker things to appear if we feel like it. And when the game is superbly illustrated and designed by Willy Cabourdin, there's no reason not to take a look...
Je suis particulièrement friand des jeux de société roll & write, notamment (mais pas que) ceux où on lance des dés, comme Kingdom Dice ou Wizard’s Tower qui nous avaient bien accompagnés pendant le confinement de 2020. Courtes pailles fonctionne sur le même principe mais en ajoutant une bonne dose de narration à l’ensemble, ce que je trouve tout simplement génial ! Le principe est toujours le même : on lance des dés, on les place pour résoudre des actions et ça nous permet de tataner des monstres… Mais, et c’est là le sel du jeu, les 3 combats que propose pour l’instant le jeu gagnent en complexité et permettent par exemple de dessiner l’équipement de nos personnages, de débloquer des actions, et puis bien sûr de colorier ces supers dessins une fois le combat terminé… Le sous-titre de Courtes pailles indique un volume 1 très prometteur : j’ai hâte de voir la suite !
There's something very seductive about Troll Keepers, which evokes a Hilda-like atmosphere in just a few sentences, and suggests, without saying it too loudly, a reflection on authority and the overly strict rules to which we are bound. It's also a game that, in less than 2 pages, demonstrates the potential of a very clever system in which you have to align your character on an abscissa/ordinate intersection that offers 4 unenviable fates in the end. Truly a lesson in minimalism!
I haven't been so enthusiastic about a role-playing game in a long time!
Hiria really hits all the right notes for me: an escapade through a fantastic city, a chase reminding me, among other things, of the (very good) board game Fugitive, characters who jump from one version of the city to another in the multiverse... The sum of all these ingredients results in a small but very successful game, which almost makes me want to jump into solo play, and that's saying something!
Jack Harrison is one of those game designers of whom I'm rather jealous; because he's successful, of course, but also because his games are little jewels of game design, always brimming over with one shiny idea after another. In Koriko, everything is magically intertwined: the game's theme, a sort of variation on Kiki's Delivery Service, but also its mechanics, which combine tarot cards, dice stacking, a bingo system and so much more... Koriko takes up the principle now very common in solo games of prompts around which to embroider (with highly oriented questions) but with the elegance of prompts that can be used in many different situations and be interpreted in a variety of ways depending on the circumstances. For me, elegance really sums up Harrison's games, and Koriko is a perfect illustration of this, the kind that pushes me to do even better in my future creations!
Genius idea: take a yearbook and make it the basis for a role-playing game imagining the hidden relationships between the people in it. Even more brilliant idea: to use a yearbook from 1927, with dated references and full of things that we would think are ready for role-playing, like the gifts that students give each other, an article imagining them in 30 years, memberships to clubs that sound like numbers... Tower Tree Stories is, because of all these elements, fascinatingly playful!
Commençons par poser le fait que ce jeu est beau, avec une maquette simple mais visuellement très efficace, au-delà de mes maigres capacités et dont je suis donc foncièrement jaloux. Mais le dernier jeu de Milouch est aussi une très chouette proposition poétique autour de la figure du hobo, en nous proposant d’incarner des personnages en errance perpétuelle (une grande partie du jeu tourne autour de la manipulation d’une carte des États-Unis) qui se croisent et mélangent leurs vies et leurs souvenirs… Un beau jeu qui n’a d’autre but que de raconter des histoires glissant sur les rails, le tout dans un enrobage queer et cour des miracles : une grande réussite !