I've been thinking of running Impossible Landscapes in Deep Green, so thank you for this!
I played through most of Masks of Nyarlathotep using Shane/Sandy's Occultation, and it worked reasonably well. Seems like Deep Green wouldn't be too different (in a good way) at the table, but more directly tied to the original Delta Green. :) Love it!
JonSolo42
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Oh, thank you, Huffa!
I guess I was more curious as to why you chose flowers?
Maybe it's inherent in the text, I'm hoping to get the Hardcover soon (I'm in the UK so not sure what shipping is going to be like). Really, can't wait to give this a go. I have been musing about a multiverse setting for such a long time.
I heard about this from the episode on Yes, Indie'd. I have to say, I have been looking for a good PbtA/Story Game framework for telling stories across many different realities for a long time. There have been efforts that have come close, but this, oh this. :)
I'm curious about the floral cover designs for BtS, though. Does anyone know what the inspiration is for them?
It makes me think of the Voynich Manuscript.
Thank you! I'd definitely love to take a look if you don't mind. :)
I agree, I had hoped that we would just deal with things in the fiction, rather than needing special mechanics that need to be dealt with, because to my mind as soon as we have Conditions, people may expect mechanics to alleviate them and on and on. I have told them I'm going to try and keep things as simple as possible and then look at them if it feels like they're needed. Otherwise I'd like to try to keep it fiction first.
Thanks again, for the rules as well as the response. Looking forward to playing them!
Can't wait to try this out!
I've prepped and am getting ready to run Masks of Nyarlathotep within the month and Occultation is my preferred set of rules for it. I know it may be a tall order for such a long-running campaign, but I am eager to find out what happens (har har).
The only thing that has come up so far is practised story game players asking about things such as Conditions, and I'm suspecting that with a long running game this may be necessary to track things such as consequences from taking risks and whatnot.
Okay, so I thought the problem still existed, even after reinstalling the game (through that option in the itch client), but I just uninstalled the game and installed it fresh, and it seems to be fixed! I was able to exit using the gamepad. Thank you, and keep up the excellent work. Really enjoying your game.
Thanks-- the escape key does this, but pressing the start button doesn't do anything from the main menu. I can see that it knows the button is pressed as it will change the input icons if a keyboard key is pressed beforehand. Can't seem to navigate to the button, either, if you navigate left using the analog stick or the dpad, it only moves the level selection to the left, but the menu items can't be selected via the gamepad. The start button will exit a level properly, though.
No problem!
So I grabbed the (apparently widely used) 360 Controller driver off github (https://github.com/360Controller/360Controller/releases) and tested it connected via USB with the lastest release (1.0.0-alpha.3) and everything works as intended!
It could be this problem exists in other games on the mac, it might be a known thing with Mojave or something. I haven't played a game on my mac in a little while (still building my PC).
I have a bluetooth Xbox One Wireless controller hooked up to my mac and the controls seem strange. The xbox guide button acts like the A button, and the left bumper is like the keyboard X button and other weirdness. The left analog stick does seem to work as expected. I wasn't sure if this was a bug or something with my setup, so I tried the Steam version and got the same results.
I wasn't sure where to file a bug report if so.
Love the game, though, so far it has a really strong Nintendo-esque vibe, well done!