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Jozef Frajkor

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A member registered Sep 29, 2020 · View creator page →

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You finish the case - one way or the other - when one of the trackers reach the end (full moon). If you finish the Case Clock first, you solved the case. If it's the Uncovered Clock, you are exposed as a werewolf and need to lay low for a while. Either way, the case is closed and for a new one you roll a new client. Of course, if you really want to keep the old client, there is nothing to stop you :)

I'm working on my own submission (thanks for making available not just the game, but all the materials as well).

This will be more of a castle-crawl, because the player will take up the role of a "monster" trying to escape from the Strongold of paladins. Character's background will really be the species - zombie, goblin, mummy...

I think there will be minimal changes from the base rules, as they are very easily adaptable. I will need to make some random tables to better fit the enviroment. I have also already started scouring the internet for public domain pictures, there are many great from old books, one just needs to be able to find them.

There is still much work ahead of me :D

A draft of the intro page:


I've had a game with very interesting ending. The character, exhausted and injured, was saved by some villagers - only to find out they intend to abuse her as cheap labor (the first joker). And right after that I revealed the second joker. Is this unfriendly comunity truly her nearly-forgotten home?

Thanks for the game.

1. A made two games for the jam, both took about a weekend to finish. Runner for Love took more hours because I wanted to give it proper cyberpunk aesthetics and that took time. I Served a Crazy Emperor was easier, basically just some brushing up on my history and finding suitable mechanic.

2. I think I really need to decide what do I want something to look like before I start playing with graphic side of the thing. I spent much time redoing elements I've already done.

3. Deciding for simple mechanics is not easy : D I love one-pages and I've played many of them, but I have trouble deciding what mechanics will be the best for my game.

4. I didn't have the time yet, but I really want to try Hawker, Caveat Emptor and The Long March, and I'm sure I'l find more I like :)

A nice little game for short relaxation, thanks. One note - in the tables for clubs and spades there are missing entries for 10s. Didn't spoil the game, though.

A very nice example how simple mechanics and good premise can lead to some deep thinking.  My mind immediately reacting to the prompts, the stories of the characters sprung up naturally. 

Thanks for the game.

I've played two short solo sessions so far, but I really like the game. It's simple, but offers meaningful choices. I really like the random table for making story - it's not every day your quest is to "Promote Gardening Tool to a Journalist on an Island" or to acquire a recipe for a bewerage from a retired soldier.
Recommended.

Very nice little game. For some reason I immediately went for a Ghibli-like world. Thanks for the fun!

The font was meant to be the closest to the original Starforged rules font, I think some of the other jam participants used it too, sorry it's not working well for you.

But I'm glad you like the content :)

A very pleasant hack. I've enjoyed two expeditions aboard my ship, Tempest, and I feel my captain is not done yet. The addition of structural points adds a bit of tension in the end, but you can always play it safe if you just want to relax for a while.

Thanks for the game.

I'm glad it's helpful :)

I tried Wanderhome with my older daughter (7)... later, the younger daughter (3) joined us as well. So we played... probably not exactly the way it was intended, but it was fun. They both request playing it again. And they both roleplay like crazy. So, I guess it's a good game :)

Picture is relevant, the older daughter is the author :)

It would be easy to say this is the most robust gameplay report I have ever seen, but it's much more than that. It's a novel - with character developements, changing relationships and twists. Yes, sometimes it could be more polished, but we have to keep in mind that the author didn't have the luxury of knowing how it's going to end - or even how exactly it is going to get to the end! As everyone who played Ironsworn knows, the dice often surprise you and planning the story ahead is usually not a good idea, so I'm not as hard on this book as I would be if it was a "regular" novel. I also like that the author included materials related to the game side of the story - character sheets, assets and rolls. It also makes it easier for people not familiar with Ironsworn to understand what's going on.

Overall - I enjoyed reading The Unspoken Vow, the main character is a sympathetic guy, and I liked the depiction of the elven culture. A lot of effort went into this book, and it shows. I'm looking forward to more of Proklis' adventures.