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jexjthomas

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A member registered Dec 21, 2015 · View creator page →

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this is sick on like ten levels

Yessssssssss

Thanks for reading it! I play with that same idea in my game Bump in the Dark, and it's very much inspired by things like Brindlewood Bay and Apocalypse Keys and how they approach mysteries.

Highly considering using this to run a sequel to my Bump in the Dark campaign set 30 years later. Great work!

This is such a cool concept for an Anamnesis hack. Excited to sit down with it soon.

Thanks so much!!

jex

It's no problem! I'm excited to put the one with all the new art out there soon! Thanks for your support!

Should be corrected now.

Nope! I will fix that. Thank you!

Completed this last night. Let me know if you have any problems.

goddamn this heckin' rules

Wasn't able to do that from work, but can do it soon!

And you can strike what I just said, because I went ahead and uploaded the preview of the Revised Edition to Itch. It's rules complete, just missing art, the chapter on changing the game, and the index. 

Not a stupid question at all! Currently the version here is the old edition. 

As soon as the digital version of the Revised Edition drops on Backerkit, I'll upload it here as well. It should be soon, as we're sending out backer surveys this week or early next week. 

Sorry for the confusion! I will try to clarify on the page.

Very very excited for this!

Vibes. Viiiiibbbeesssss. Such perfect vibes. I need to play this.

Oops! Thanks for catching that. Will fix.

oh wow 🤦


yesterday was a bit of A Day. thanks for your understanding!

(1 edit)

Thanks Thursday! That's really kind of you and great to hear!

That's a great question -- I think it is hard to know how to balance something being a quickstart vs a playkit, and I think I maybe could do more to make it a quickstart. I'll have a think about the best way to do incorporate some of these other rules. It also would probably be helpful to incorporate some guidance on writing/running hunts.

So, Doom is a trauma equivalent, but ties in to a couple other things. Here's the relevant bit from the book, hopefully it's helpful

EDIT: not sure why the formatting is so goofed up, but I'll try to clean it up after I'm done with work!

When you fill your luck track, mark doom.

If you give in to your inner darkness (e.g. lash out, hurt someone you care about, go too far), stay in <span class="word" <the<="" span="">the </span>scene.

If you hold off <span class="word" <the<="" span="">the </span>darkness <span class="word" <inside<="" span="">inside </span>you, take a final action with increased impact before collapsing, being left for dead, or otherwise being temporarily taken out of <span class="word" <the<="" span="">the </span>scene, only to come back later, changed.

Facing <span class="word" <the<="" span="">the </span>darkness always changes you in some way; modify one of your beliefs to reflect <span class="word" <this<="" span="">this </span>and clear your luck track. Your solace has been satisfied for <span class="word" <the<="" span="">the </span>next downtime.

If you are marking doom for <span class="word" <the<="" span="" style="color: inherit; font-family: inherit; font-size: inherit;">the </span>first time, you now have access to monstrous abilities.

----

When your doom track is full, you are doomed.

Your character cannot continue <span class="word" <their<="" span="">their </span>life as a hunter. After taking your final action, you must either sacrifice yourself or embrace the<span class="word" <the<="" span=""> </span>void.

If you sacrifice yourself, all other hunters take +1d to <span class="word" <their<="" span="">their </span>next action, as if you had taken <span class="word" <the<="" span="">the </span>help action. You decide whether your hunter dies, retires, or something else. Whatever <span class="word" <their<="" span="">their </span>fate, your character cannot continue <span class="word" <their<="" span="">their </span>life as a hunter.

If you embrace the void, <span class="word" <the<="" span="">the </span>void is satisfied ... for now. All other hunters may clear 1 doom but you must hand your hunter over to <span class="word" <the<="" span="">the </span>keeper who decides <span class="word" <their<="" span="">their  </span>ultimate fate.

Maybe <span class="word" <they<="" span="">they </span>die, or maybe <span class="word" <they<="" span="">they </span>suffer a fate worse than<span class="word" <than<="" span=""> </span>death: becoming <span class="word" <the<="" span="">the  </span>very evil <span class="word" <they<="" span="">they </span>swore to drive out.

I should probably type this up and include it with the download, but there are two major rules changes:

Risk & Impact - in the original edition of the game, the action roll was simplified by folding position and effect together. The keeper set position which hunters had limited means to modify. Here, position becomes risk and effect is added back in as impact. All rolls are risky by default, but the players can increase their impact by making things riskier ("make it desperate") or decrease their risk by reducing their impact ("play it safe"). Inspired by how the action roll works in Slugblaster and me missing players being able to trade position and effect like in Blades.

The other big difference is downtime. The revised edition contains a total rewrite of the downtime phase which used to function more similarly to Blades in the Dark. All of downtime is now focused around purchasing beats using xp (hope or bond). 

There are some other changes that came along with those: Trust worked a little differently. The xp (hope/bond) triggers have changed a bit and now they are only accrued during hunts and not downtime. The showdown roll results were tweaked to reflect the shift from position to risk/impact. Consequences look a little different for the same reason.

Finally, there are some changes to how gear works. Previously each playbook had a different maximum load. Load was renamed "gear slots" and now it's 4 for everyone, but some playbook abilities increase your total number of slots available.

I think that's all the main stuff!

Yes, good catch! I can clarify that!

Very interesting! I'm excited to check it out. Thanks for the quick reply.

I would love to know more about how this game relates to the original Masks game by Magpie. Thanks!

Very strange, but glad you were able to open it on desktop. I'll keep looking into whether there's something I should be doing differently, or maybe it's a problem with ios? Either way, happy you've got it now. 

This is really strange. As far as I can tell, it's nothing on my end. As the OP discussed, you should try opening it on another device and see what happens. Otherwise, you may need to contact itch support. In the meantime, if you are unable to open the file on a different device, I am happy to send you a copy of the PDF and any other materials you are unable to access if you provide a way to contact you. Is it the .zip file that you are unable to open or the PDF?

Hell yeah

Wow, this is really impressive! It's clear that a lot of work went into this. It's beautifully designed with a number of great locations for your next game of Foul Play.

Thanks for the boost! And the great supplement!

Great, I'll be on the lookout!

Hi, just checking in to see if this is still something you're looking for!

(1 edit)

Nope! Preferably spooky/horror but it does not have to specifically be about Halloween


From the guidelines:


Submissions should be, well, spooky or at least autumnal in some way. Horror and horror-adjacent are cool but not strictly necessary. Tone can vary considerably but it should generally make sense in the world of the game.

Hi all, 

I've extended the deadline by two weeks to accommodate some folks who are still working on their stuff!

How weird! Sorry it's goofy

try again and let me know if it works

Well that is clearly wrong. Let me reupload it and see if that makes a difference. Otherwise I'll have to contact itch support.

The countdown to Halloween begins! One week remains in the jam, so if you've been cooking something up, it's getting time to submit! As a reminder, it is okay to submit works in progress as long as they are in a playable state! At the same time, if there are folks who feel like they could use a little more time, I'm also open to extending the deadline a little bit -- after all, it's Iron Country Autumn, not specifically Halloween. Please let me know if you'd like me to add some time to the deadline.

jex

Hello! I'd love to talk! You can email me at my username here at gmail, or message me on discord with the same username.

Hey all,

I'm stoked for October. It's probably my favorite month of the year. I love sweaters, snuggling up under a warm blanket, soup, hot drinks, all of it. But most of all I love Halloween. There are some great decorations in my neighborhood, some really creepy and spooky stuff along with the usual Nightmare Before Christmas inflatables. Whatever the case, I'm in the Halloween spirit.

We're about halfway through the jam and have gotten some incredible submissions so far! The jam is already more successful than I ever would have imagined, and there are still folks working on their submissions! I'm really excited to see what folks come up with, and maybe we'll even get a few new people who are interested in submitting. Please don't hesitate to share the jam with your communities. I'm interested in submissions of all sizes, so if you don't have a lot of time or energy left over, 1.) I totally get it, and 2.) maybe you can submit a hook rather than a whole hunt, or disembodied list of clues, or really whatever excites you. I want to see it!

This game is super cool. Currently playing in a PbP game and having a great time.

Shit, that is not supposed to be the case. I'll try to figure it out. Thanks for calling my attention to it!