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heptagonentertainment

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A member registered Feb 27, 2022 · View creator page →

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(2 edits)

I appreciate you taking the time to read my game, but I really recommend you check out the game page. As detailed there, this game is also an entry to "Minimalist TTRPG Jam" which encouraged specifically the use of the most basic of layouts possible (I entered it into "Lesser Loved Dice TTRPG Jam" as well because the jam periods overlapped nicely and this jam specifically encouraged entering games that were not created for this jam alone). The page xxx thing is on me, a thing I missed and will correct. I've already corrected it. 

2d10 and 1d100 is used interchangably because a lot of people use 2d10 as a d100. It doesn't matter if it's two dice or one because the system still works. The lines you draw simply divide your paper in four parts which make the mechanic possible. Both top parts indicate up, both left parts indicate left, both bottom parts indicate down and both right parts indicate right. Compare:

Diced1002d10
Dice location after roll
lower right corner - 32
One dice (the one for the tens place) in lower right corner - 30, the other (the one for the ones place) in the upper left - 2
MeaningDown 3 spaces, to the right 2 spaces
Down 3 spaces, to the left 2 spaces

Hey, thanks for the feedback! I intentionally put it more on the minimalist side but I agree, a background scene may have added another interesting element

Mission accomplished then, thanks!

Thank you!

Thanks : )

I really appreciate the kind words

Happy to hear you liked it, thanks

I'm glad to hear that : )

Thanks for reading : ) 

I like the map style and the styling of the document fits right in as well. I also found the use of household items in character creation and as a resolution mechanic very clever. After a read-through, this game is definitely going on the list of one shots to play with my live play group when we don't get to continue our regular campaign, it seems right up our alley

Thank you, glad you like it : )

I agree. I did a search on "jam" in this forum (which is also how I came up with your post) and so far none of the requests for this feature got an "official" reply. It is frankly a bit exhausting to have to click through the jams with titles that interest me and look for a mention of the games being rated on audio and graphics or a rule that lists the allowed game engines to figure out if a game jam is for TTRPGs or digital games. 

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The BBC Mini Series "Good Omens" (itself based on Neil Gaiman and Terry Prachett's book of the same name) contains exactly the kind of absurd/fantastic storyline and humor that make for a great time in a TTRPG. After watching, I was especially left interested in Agnes Nutter's prohecies, so I decided to create a game based on averting a catastrophic event with the support of an unlikely friend in an opposing faction, helped along by prophecies from an ancestor - except this one is genre-agnostic! Want to play in a grim WWI setting trying to figure out a truce? You go for it. Want to play in a whacky retro sci-fi setting in which the world is about to be consumed by an alien entity? There's nothing stopping you. Especially not me; in fact, I will point you right this way.

Hope you enjoy: 


This game was included in a bundle I received, and my group and I decided to try it when the GM wasn’t able to prep for a regular session. That turned out to be tricky time-wise as you generate the background spontaneously and there is no structure that would cap or guide session length (except the overall end goal) so it turned out we needed that, plus part of the next session (usually 2 ½ - 3 hour sessions).

We agreed that one thing this game needs is more explanation of the pillars. We found it hard to generate meaningful pillars beyond the examples given and some of the examples are rather general. Like “the cruelty of your death” can be used on every single roll that advances the plot. It would also be helpful to have an explanation on how to handle combat (do NPCs roll?).  The wrong numbering on a table another commenter mentioned has not been fixed yet. These things make the game appear rushed/incomplete, though it could be a result of being based on lasers and feelings, an already very rules-light game.

That said, the premise is quite interesting and the mechanics of separate rolls for head and heart synergizes well with the theme. In general, the players said they enjoyed the game.

This game was part of a bundle I received and we played it when our GM couldn't make it to the regular session the other day.

As a group (3 players at the time) we tend to be more on the silly side with our regular games as well and Space Train Space Heist turned that up another notch. We're also experienced Microscope (Ben Robbins,  Lame Mage) - players, meaning we were already comfortable with extremely rules-light improv games. If that doesn't sound like something you enjoy, you might want to stay away from this game - the rules are bare minimum, which isn't a bad thing if you can handle it but it's not for everybody - everyone else should absolutely go check it out!

I received this game as part of a bundle and decided to give it a try. The style of the rules document works very well with the content of the game and while I think I would have enjoyed some more setting information about the city itself (for example some descriptions of individual locations that you could include in your game if you wanted), you can certainly work with what has been provided. I found the prompts very evocative and they convey the feeling of this odd, mysterious, ever-changing city excellently.

As a journaling game, the rules are naturally very simple; no surprises on that front. I did think the mechanic that eventually also ends the game is quite nifty.

Overall, I enjoyed playing this game and would encourage you to check it out as well