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Ole' Ruthie

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A member registered Mar 15, 2020 · View creator page →

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Yeah this was about my cat. He absolutely loved vegan mayonnaise, he'd go bonkers for the stuff. I have no idea why. If you had any he'd be right there trying to dunk his lil paw in your dip the entire time.

This diagnostic is both an excellent tool and a beautiful work. I have used it often over the last few years when malfunctions in my rig's programming cause interface issues with my other diagnostic tools. This tool allows me to approach machine maintenance with the kind of detached and efficient mindset often lacking when alerts are only registered mid-spiral. I keep a copy on every PAD I have owned and frequently recommended it as a tool to my fellow pilots.

Thank you. This thing you have made has had a real and lasting impact on the way I live, think, and pilot. It is beautiful.

I'm glad! It's clear how much hard work has gone into this and I think it's really paid off. I'd never posted a review before on here but I know I always read the comments before I download and I really wanted other people to know this game is worth it.

I'll definitely be upgrading to the paid download when payday rolls around!

Have you ever designed your own game?

Want to?

Push is one of the most exciting rpgs I've read in a good while. Its simple mechanics and focus on playing the world give the feeling of a fate-esque fkr game by way of pbta design, while its text clearly illustrates how to use the rules as a baseline for future projects.

The SRD itself reads beautifully with clear and concise language, functional layout, designer commentary, and an example at every point you might need one.

Push games are driven by the same sparks of setting and world development in tables and character generation that you see in indie darlings like Apocalypse World and Wanderhome. The system itself jumps right out of the way, leaning into the playspace only when it is wanted and doing so with a fantastic player-facing risk/reward mechanic that's simple enough not to take you out of the moment but mechanical enough to boost your excitement.

The game is GM-less, too, meaning it plays with 0 prep time and can be picked up by anybody enjoying the current boom of solo rpgs. The system knows what it's doing here, giving more than enough guidance to make sure players aren't left in a complex, fictional world without a map: there are multiple levels of goals and guidelines baked into the game on every level to elegantly fill the space that "moves" occupy in pbta design - making sure players are never at a loss for contributions to the story.

Sounds great? Well then you're in luck because this SRD takes your hand and walks you through the process of designing your own Push game as you read it. By the time you reach the minimalist character sheet at the back, you'll be buzzing with ideas for how to use this system to design games around all those ideas you've had but never put to paper and you'll be bursting with the confidence to put it into practice.

This game is something special and I'll be keeping a close eye on the way it grows and changes within the indie rpg community.

Thank you for putting such a brilliant and accessible work out into the world.

Dang, I think I'm going to go design a push game now.

Woah, thank you! That's a really insightful and interesting reply. You're right, the way I suggested would lead to characters shifting pretty regularly as their aspects are changed when not used, whereas I can totally see how your rules as written help the players really internalise the driving forces of a character which would definitely help them jump off from the character sheet. Once you've really understood the aspects, I bet it really helps play move outside the box whereas the rule I assumed would very much keep players in the "hmm I'll check my character sheet" style of play as the aspects would be shifting so often. Oof, game design is a brain-melter I've no idea how you do it.

Thank you for such a clear explanation and for how quick it was, too! I'll definitely pass this module around and check out your other work!

Hello! I absolutely love this module! It really helps players think about their character in layers so they have a coherent whole. Thank you!

I'm not sure if it's a mistake or if I've misunderstood the design, but in the Reflection section it says you should look at the positive aspect if the knack was used and the negative if it wasn't. I thought it'd be the other way round (the positive aspect won put so you assess the negative) as won't this way mean that the answer is usually "yes the aspect has shown up in play"? 

Regardless, this is a fantastic module and the first mosaic strict module that I'm going to bring into every game I play. Thank you!