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Mrs Platypus

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A member registered Jun 19, 2020 · View creator page →

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Thank you so much for the comment! I know there isn't much info for the GM about structuring the scenario, I was mainly aiming for player-driven improvises chaos. ;) If you play it with your group, let me know how it goes!

Wow, I completely misunderstood the way this works then! Thank you so much for explaining. I guess I need to make a new Belter now and play it the right way, hopefully I'll have better luck.

Sure, but I'm starting in the Airlock. So if I have no Gear left after previous run, I can just spend 3 cred, put 3 Gear in my Spares Bank, and as soon as I get to the new Bird, I load that 3 Gear into my pack and start exploring? 

Or does Gear, Grit and Glow actually reset before each run, and paying full price permanently increases the reset value?

Also, unless I'm misreading things, there's a bit of a loophole with Spares Bank? Once I have it installed, I can buy Spare Bits for 1 cred and it makes no sense to buy any Grit or Gear for 2 cred. I can just enter the Airlock on a new Bird and take the stuff I bought for cheap from the Bank. Is this on purpose? Or am I misunderstanding how Gear and Grit work?

Hey Drakes! I'm really enjoying the game but I'm unclear about Spacewalk move. It says what happens when I draw only red cards, or two black cards, or one black and one red. What if I got a mixed success, drew only one card and it's black? Does this mean "no success, but also no resources spent"? That's what made sense to me, but it's unclear in the rules. Help?

I got the print version a while ago and I finally had a chance to play it. I previously played The Wretched and The Sealed Library, so I knew what to expect. The setup is interesting, I love the use of very physical, tactile components (the idea of using tokens that connect to the themes of the game is brilliant - I used small shells for mine). The game - as was likely from the start - ended with the blade shattering. But despite the outcome being all but certain from the start, there's tension and hope, and the journey to that destination is what's interesting. I was very glad that I got to the two cards I was especially looking forward to - the names of the Bearer and the Sword. It came late in the game and I decided that while a wounded sword bearer sought comfort and companionship by sharing his name, the weapon would not reveal its true name, due to his previous choices.

One thing that tripped me up a few times is drawing new cards that asked questions I already answered in previous rounds. I tried answering the questions without elaborating too much, but there are many opportunities for "crossing the streams" which make some late-game questions redundant. For example - questions about the sword's creation or greatest victory may have been explored already in earlier questions about previous bearers or the sword being damaged and repaired.

All in all, I had a great time, I definitely recommend this game and I can't wait to try more Wretched&Alone games this year.

I'm interested in this as well.

I love the idea of adapting a journal from this game into a mystery for future adventurers to explore!

(1 edit)

Wooo, I just clarified a couple of things with Shawn Tomkin because I was confused about what I can use and reference to stay within bounds of Ironsworn licensing, and looks like I can do everything I was planning to do. :)

I have 2000 words written, some public domain art selected, now I need to trim it down and start working on the layout.

I'm having lots of fun so far, thanks again for starting this, Chris. :)

This sounds so simple but also so inspiring! I love the idea of using the length or the card to measure the distance. And you can decide how complex and varied the game is just by chosing how many dice you roll and how wide is the surface you use - that's very clever! 

(And I can see why you mentioned having cats, mine LOVE chasing dice ;))