This is in the running for my new favorite title for a game!
HarkMorper
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Sorry I took 2 and a half months to respond! Life has been a whirlwind lately.
I don't have any concrete updates, other than to say that your question inspired me to break it back out! I'm gonna try to do some playtesting, editing, and refining over the next month and see if I still think it could make a good print game. Depending on how that goes, I'll try to update again!
This game is brilliant, and I don't use that term lightly. The way the visual design and dice mechanics reinforce the multiverse-hopping theme? The way the sharing of GM-authority creates the complex intergenerational family dynamic that is the emotional heart of the game? The way it is both irreverent and silly, while also being emotionally authentic and a genuine love letter/homage to Everything Everywhere All At Once? This game is so cohesive that it just blows me away.
This is one of the sweetest and most beautiful games I've read in a while. I love the premise, but what really gets me is the incredibly intentional and gentle way it guides the players to have the conversation. I want to crawl into this game with a loved one and a nice pot of tea--and just wrap ourselves up in it.
I'm also in awe of the elegant simplicity in the flashback and imagination mechanics. What a powerful, effective, and yet gentle way to explore the complex emotions of the focus of the game. 12/10!
Hey Everyone,
I am designing a For The Queen hack that is about the Guardians--a team of queer magical girls who protect your city. In my current design, the instruction phase has a point when the players can choose a card to help define the Guardians (similar to the Queen card). The cards have short descriptions of the Guardians and can help set the tone of the story.
Is there any way to allow players to choose from a set of options like that in Story Synth? Or do folks have any clever ideas for how to mimic the experience? (There's no mechanical impact, so it's fine if the choices is made and it doesn't stay visible--at least while I'm still play testing stuff.) My best idea so far is to just have the different cards included in the instructions as individual cards and tell players to choose one. The other option I've thought of is limiting myself to two of the options for now and using modals. Does anyone have another clever workaround?
Thanks!
Jeremy
I just finished a collaborative storytelling game that is about a competitors in a skateboarding tournament. So your character can do a lot of things, including competing in different events--i.e. games. So I wanted to see if y'all are open to analog games. It was inspired in part by the prompt from this jam (as well as the Gamer Games Game Jam).