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K-Ramstack
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You have been collecting art for a long time, now you have decided to show off your collection. Each piece is special to you in some way, and represents a part of who you are as a person.
You can play by going to an actual museum and taking photos, or by visiting a museum's site that has an online collection. The game hands you a list of pieces that need to fulfill a certain requirement, such as how you look or what reminds you of vacations.
For each piece, you write a little bit about what it means to you and how it answers the prompt.
I cheated a bit and just picked out my favorite artworks in general, (some of which are actually in private collections) and did a couple of graphic design edits in a slide show. You can see them all HERE
You have awoken to a desolate city. Explore it to survive and perhaps you may find out what has happened.
First you roll 1d6 to see how many explorable areas are in a section, then for each section you draw one card to see what you find. You roll 1d6 to determine how you found it, such as while you were resting or while you were exploring.
Then you use the suit of the card to determine what sort of component you found, like supplies or even a clue. Then you use the rank of the card to determine where you find it, such as a parking lot or government building.
I wasn't able to find out too much of what had happened except there were the mysterious "Others". You can read my playthrough HERE
Hello! Spoilers below:
The breakdown is just for the poem, for flavor not necessarily understanding the endings other than one specific reference. Basically the story is: you are the shadow of a vampire who has forgotten everything because you strayed too far from the body out in the woods.
There are two endings, both which end in the shadow, "you", is destroyed. You can either choose to live one last day as yourself and die in the sun, or you can choose to free the vampire and become them again. The cat wants you to become the vampire again and gets annoyed when you decide you'd rather be yourself, but hints that another shadow, or version of you will take your place.
The basic theme of the story is, should you be who you want to be even though you'll end up destroyed, or should you be who someone else wants you to be, which will destroy you anyway. There's no real happy ending here.
Sorry it's confusing, it's a lot more vague than I had intended, but I'm glad you liked it!! ♥
In this hack of Alone Among the Stars, you create web pages in the vein of old defunct sites like Geocities and Xanga.
First you must create your site by rolling 1d6. This will tell you how many elements there are to discover on it. Then, for each element, you draw one card. The rank will tell you what type of element it is: a gif, text, video, etc. and the suit will determine what it's about, such as politics, other users, or the blogger's personal life. Once you have filled out the page, you move on to the next, and roll an additional die to see how you stumbled upon it.
I made 3 sites: one for a grunge band appreciator, and two for queers on the early internet. You can find my playthrough HERE
You must only survive two weeks until help arrives. But can you manage your resources and your wits to last that long?
This is a dice-pool resource managing game about playing the only doctor in a small village. First you must roll up 10 villagers, and determine who belongs to which household. Then, over the course of 14 days, you gather resources, brew your potions, tend to the sick, and manage any events that happen in the village.
The game technically only requires 1d6, though if you have the resources, I'd recommend at least 10. I managed to keep 5 of my villagers alive, though 2 died through events that were out of my hands. You can read my playthrough HERE
You have been cursed, and there is but one spell left in your spell book. You had better hope it works.
This is a short, straightforward game about making instructions to a spell, and then seeing how your curse reacts to each step as it tries to prevent you from lifting it.
For each round, you roll 3d6 and pick one of three words corresponding with the number and use them to determine the instructions. Afterwards, you roll on the curse table to see how it retaliates against you.
There are no set number of rounds so the game ends when the player feels as though they have reached the final step.
I went for 5 rounds, mostly involving candles and moment. You can read my playthrough HERE
You are a doctor, bound for a new life in Aotearoa (New Zealand) but something aboard the ships makes it clear you will not make it.
The game has you write journal entries for each strange or dangerous event that happens to you aboard the ship. In order to determine if it's merely something odd or something life-threatening, you must close your eyes and listen to your surroundings. (Or flip a coin if you are unable to do so).
Both Dangerous and Strange events have their own separate 1d10 table for you to roll. Using the prompt you write a single journal entry, and after 3 dangerous encounters, your story comes to an abrupt end.
I made it through 7 entries, and you can read my playthrough HERE
Solstalgia is a surrealist adventure as you travel through mirror dimensions looking for the origin of the "Old World" that you can destroy so you may flourish in the new one.
This game is based on the Princess with a Cursed SRD and has you draw tarot cards for each dimension you travel. The game doesn't give you definitive prompts, but instead offers suggestions and allows you to pick and choose or even create your own world based on the suit.
Once you are in that world you decide if you should flip one or two coins depending on if you feel your character knows what it is they should do. Depending on how many heads you flip, things can go very wrong or very right.
The game ends whenever the player feels they have reached the end of the journey, which means the length of the game is extremely variable.
My game is... kinda an incomprehensible word-vomit of glass and mirrors, but it was still fun to write! You can read it HERE
Michtat the Dream Wizard is a dream-making game hosted by the titular Michtat, the Dream Wizard!
Michtat guides you through the dream process by having you draw cards from a deck to determine the contents of the dream. First you draw two cards and use their suits and ranks, while combining elements to make the location.
Then you draw to additional cards to determine what your goal is, and what gets in the way. Afterwards you use the colors of these cards to determine the outcome of the dream. There are also bonus elements that Michtat can give you, if you wish to use them.
This is a very charming game with pixel aesthetics and a lovely voice, as Michtat speaks to you, the player, through the rules and instructions, guiding you on how your dream will be. You can read my weird dreams HERE
The Sea Witch's Journal a game about making a client-book for an underwater witch, who decides if they are going to help, or hinder their client.
You start by making the witch, what sort of underwater creature they are, where they got their powers, and where they live. But the bulk of the game is determining who the clients are.
You roll to see what kind of creature, what their problem is, and their personality. Then you roll to see what they offer as payment, what you think about the payment, and any additional payment/comments the client may have.
Finally you decide if you want to help them or punish them and roll to determine what you do to them and if it even works.
I played through five clients, helped a few, and hindered a few. You can read my playthrough HERE
This Mirror has People In It is a game about the people who haunt your mirror and how you help them.
You start by determining which ghost is haunting you by flipping a coin three times and consulting the table. You then decide, or make your own question for each ghost.
You encounter a ghost three times, and each time you get to ask them three questions which help you determine who they are and how you help them.
The game ends when you have successfully helped all the ghosts. I played a bit of a shorter game, only helping five ghosts, so I didn't do any of the end-game ghost conclusion, but you can read what I wrote HERE!
Cats Know Things a game about gossip, scandal, and the people (and cats) who make a living of such things.
You play as a little cat who has a magical means of communicating with your owner. Having decided to capitalize on this, you are sent out into the depths of society to gather as many secrets as you can so you can report them back to your owner.
You first start by making your cat and their relationship with their owner. You roll to see what breed you are, then answer some basic questions about your relationship.
Then you get to roll to discover the secrets. You roll to see who, and where, and then decided which tables to roll from next. Did something happen in a social gathering? Or is their a romance for a dark secret?
Then you roll to decide if your human is interested in the information that you gathered and after 6 juicy secrets you roll to see how well your publication went. I played a slightly modified version where I only rolled for 6 secrets and published a smaller pamphlet with the interesting ones instead of rolling until I had 6 successful ones. You can read my playthrough HERE
You have lived more than once, and you will relive your memories and experiences again to see how they will change your future.
Incarnation is an Anamnesis game in which you recall one of your previous lives through each of the acts. You start by creating your character, their current situation and attributes, then live through a life as another person, an animal, a plant, a finally an object.
Each Act you answer questions about your past life and reflect how it is similar to your current life and what you can learn from this previous life.
I played as a mirror-maker socialite who had to decide if they cared more about being remembered for creating something great or if they were more interested in making social connections. You can find my playthrough HERE
You are invited by an old friend, a doctor in psychology, to spend the night with fellow volunteers at one of the most haunted houses in America, and you may not live to see the morning
Hawthorne Manor is a guided story-writing game, in which you create your cast of characters by drawing cards that represent their personality, their connection to you, their profession, and their secret.
Then over the course of two days, you will answer story prompts or explore and generate rooms by drawing more cards. When answering story prompts, you will sometimes need to roll the 1d6 for further prompts on what action occurs.
The very nature of the house and hauntings change each time, which allows for multiple playthroughs that can all feel fresh. In my playthrough, the house ended up wanting to eat me and my crew alive which you can read HERE
Pareidolia is a game about playing a member of an organization who's job it is to suss out, and deal with, evil entities that hide themselves in everyday objects.
The game is presented as though it is a training guide to a new employee, complete with examples of how the entities come to be, where to look for them, and most importantly, how to deal with them. The evil entities, known as "Watchers" hide themselves in everyday objects, but still maintain a human-like appearance, hence the name "Pareidolia".
You are given several different ways of dealing with the entities when you find them, such as write a description, or replicate it in food then eat it, or even strike the same pose as the image. And while the game provides several pictures as examples, it's up to the player to find real-world instances of watchers to play.
chose to write the descriptions and then crowd-sourced the images through the social media! You can find my playthrough HERE
Towers of Beacon is a short, simple game about playing as a lighthouse operator and encountering a vast variety of creatures and events during your time there.
You start by rolling what sort of event, then rolling again for more details about the event and finally to see if the event is dangerous. The game also provides a series of prompts that are available to answer, but you can always roll to see which one you get.
I played for five days, encountered a bunch of ghosts and islands, and a warrior. You can read my playthrough HERE
You are a collector of the fantastical and the extraordinary. But first you must procure your goods, and when you do, decide what it is you will do with them.
This is a fantastical, and slightly absurd game about spending your $25 million dollars on magical creatures and either selling them, or cooking them up for an imitate dinner party.
You start by receiving a call from a potential buyer, rolling to see what they have, then rolling to see how much they are selling it for. If you buy it, you then decide if you wish to re-sell it, or have it for dinner.
If you decide to resell it, you must first write an ad copy, then roll to see if anyone is interested.
Once you have run out of money, or creatures to buy, you have your party, which you must roll for the guests, and then write down exactly what you had for dinner and it's accompanying recipe.
I ended up buying 4 creatures, was unable to sell any of them, but then had 3 of them for dinner! You can read my playthrough HERE
For Prophet is a short simple fortune telling game, where you play as someone giving advice to clients.
You start by rolling 1d6 4x to determine who and what your client needs, then draw a card. The suit will determine the focus and for the rank what sort of advice you are giving. You may play for as many clients as you like!
The game has you write as a mail service, but I chose to write it as if I were an advice columnist publishing the letters, and wrote for three client. You can read it HERE
Is a game about exploring a spooky haunted house, searching for evidence of ghosts, and making it back outside before the ghosts get you.
This is a Carta game, which means that it requires a large area to play. You start by placing the Ace down, and as you move through the house, each room will give you a prompt to answer and tells you how many doors, ie how many cards connect to the room.
You also roll to investigate which may produce an item, an event, or nothing at all.
Unfortunately I had many bad rolls and only ended up with 2 items and 6 events despite making around 20ish rolls, so I didn't get to explore as much of the mechanic as I would have liked to. You can find my playthough HERE
The Dead Market is a game where, once a year, the living are permitted to mingle with the dead in a marketplace of horrors and delights. You have 24 hours to see all you can before you must leave.
This is a very short little game made on a single postcard with minimal instructions and lots of freedom. You roll 1d6 to determine what it is you do in the market, and then an additional 1d6 to determine how long it takes.
I got roped into helping a bunch of lost souls find their way before eventually fleeing the market since more were coming to ask for my help. You can read my playthrough HERE
Hill Marks is a deceptively simple game that presents a hidden mystery among the pages. Make 10 symbols and their meaning then decide if you wish to pursue the mystery.
The game is presented as though it were a pamphlet informing you of the local geographic landmarks and instructs you on how to go about making your own symbols. You roll d66 and decide upon which to symbols you will combine, then create two meanings for the symbol.
After making 10 symbols you now have the ability to use them to create an oracle chart, which you can consult using the 1d10. Ask your question, roll for symbol.
However, the game also presents a mystery within the pages. Words are underlined, extra messages are abound, and a few extra tidbits clue you into a larger story. This is, however, completely optional, and players don't need to engage with it in order to play the game, though I would recommend using your oracle to explore it!
Here are my 10 symbols,
You can find my playthrough which has the meaning, questions and the answers HERE
This is a game about clearing out your mother's home after she has passed. You have three days before the creditors claim it and you must decide to take what means the most.
The game is played over the course of 3 days, each with a Morning, Evening and Night. During those days you have different actions you can preform during each segment, and depending on what your current stats are, you may be forced to do one over the other.
The three stats are Boxing, representing how much of the house you have packed. Pain, representing your emotional state, and Exhaustion, representing your physical body. Each day your action will determine how much of these stats are filled out. For example, if pain goes over the threshold you must spend your action comforting yourself.
Each day also has you answer various questions about your relationship between your family, the state of the house, and your emotional state towards your mother's death. You can read my playthrough HERE
Mizzenmast is short, absurdist game about dining at a seafood restaurant which contains fantastical and upsetting dishes, including salt that makes you weep, sentient mermaids, and creatures that want to be eaten.
The game presents itself as a menu, divided up into 4 sections in which the player rolls 1d6 for each for their order. But upon reading the ingredients it's clear that these aren't ordinary dishes.
Fortunately the game provides diegetic explanation on each of the fantastical elements, including what it is, how it is prepared, and some consequences you might experience when eating it.
It is up to the player how you wish to write/play the game, as there is only a brief note at the beginning that you should "write down your experiences while eating." So whether or not you are on a date, or a food critic, or any other reason is up to you.
I wrote a short description of each meal as if I were a food critic, which you can read HERE
The Artesian Well is a simple game about returning to your hometown and answering the prompts about the town and why you left. There are no random mechanics or branching paths but a simple set of questions, but does require you to make a simple map of your locations.
I played as someone who left to go to college in another town and has returned after many years to visit a friend. They had a melancholy experience remembering all the events in their past and eventually decided not to return to Olympia. You can read my playthrough HERE
Who Killed Mr. Anthen? is a murder mystery game where you roll for alibis, clues, and their legitimacy to discover who and why Mr Anthen was killed.
You start by creating any number of suspects that you like, complete with their connection to the victim, their motive, and their alibi, then over the course of 5 Days, with only 3 actions each, you choose who to interview, or which room to search.
When searching a room you roll a die and have a potential of finding 1 of 3 clues that are hidden in the room, and then you must roll to determine if it is real or fake.
When interviewing the suspects you may ask about their motive or their alibi, and then roll to determine how likely it is they are telling the truth.
Unfortunately there are a few typos such as some variables that require rolling a 1 on 2d6, which means it isn't possible to get this result, and others like the lie scale which include 6 as both 'likely a lie' and 'likely a truth' but all in all don't detract from the overall game play.
My Mr. Anthen was a mafia boss who ended up being done in by his own bodyguard for killing his brother, you can find my playthrough HERE
Lost in the Cemetery is short simple game where you first roll 1d20 to determine what sort of creature you find along your quest to leave. You then roll 1d6 to see where their instructions lead you with even numbers being helpful and uneven numbers being unhelpful.
The game ends when you have either reached 4 Helpful encounters, resulting in your success back home, or 4 Unhelpful encounters which result in a catastrophe.
I ended up going through 7 encounters and in the end was unable to leave the cemetery. You can read my playthrough HERE
Father's Funeral Feast is a very simple game that only uses 1d10 to figure out who was the victim, how did they die, and why they died. How and what you write with these details are completely up to you.
I wrote mine as a murder ballad, each verse describing how a victim died, for a total of 5 victims, and then two intro verses. You can find my playthrough here!