Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Hendrik ten Napel

39
Posts
1
Topics
161
Followers
161
Following
A member registered Jul 06, 2022 · View creator page →

Creator of

Recent community posts

Hi! If you, as a participant of the jam, would like a download key for The Girls of the Genziana Hotel to check it out, let me know! I'll figure out a way to send one to 'ya!

(3 edits)

Thanks for your questions and your sharp eye. I'm working on a new draft, so I can immediately correct that mistake (and upgrade the explanation of the Night phase).

A full game of The Girls of the Genziana Hotel, in which you answer all three questions, takes about five sessions. You can probably get it in four if you power through, or it might take six if you really take your time role-playing. A one shot in which you answer only the first question is feasible in a tightly focused four hour session, especially if you lower the Complexity of that first Question by one.

On the Night Phase and the Dreams: you're on the right track, but play is a lot faster than you're imagining. Instead of an 'action' being a full scene with thematic unity, it's actually a smaller unit inside of a scene. While you, as the Mistress, can always decide to be a little more flexible, there are two basic moments for cutting to another girl or the next Dream prompt. These are:

  • Narrative leading up to a move and rolling the dice.
  • Narrating the result of a move and continueing the scene.

If you think this'll mean you cut and move the spotlight a lot, you're right, and that exactly how intense the Night should be. In terms of your first schema, it looks something like this:

  • A answers the first Dream prompt.
  • The Mistress frames a scene for B, and asks, what do you do? B starts to narrate what their girl does, up to triggering a Move.
  • The Mistress cuts to C, frames the situation of their girl, and asks, what do you do? C begins to narrate the actions of their girl, up to triggering a Move.
  • A answers the second Dream prompt.
  • B rolls for their Move, and they and the Mistress narrate how the scene changes and the direction in which it will continue.
  • C rolls for their Move ...

And so forth. Believe me, this will result in tense, cinematic play with eerie, threatening undertones.

After the last Dream prompt has been answered, you play one more series of "actions", likely the aftermath of some Moves. After that, the Night ends abruptly and you move onto the Dawn phase, exactly like you said.

With respect to answering the prompts, you've got it. If only one girl is awake, they answer. If there's two, they take turns answering. If there's three girls and they're all awake: A answers the first, B the second, C the third, A the fourth, and then, after the last round of actions, the Night ends.

(1 edit)

Just casually dropping a whole new format for designers to tinker with.

Will do! Thanks for the reply.

Hi there! Love the look and premise, I'm keen to start reading. I recieved the email about the itch.io version today, but the link to claim the game only works for kickstarter backers. Since I bought the digital version through Backerkit, I'm unable to add it to my library here. I'd love to have that option too! (Sorry for dropping a comment, by the way, but the updates' comment section is also unaccesable for me.) 

Those are such lovely words to read this Friday morning. I really appreciatie you taking the time to tell me, and I, of course, also hope you can get to play the game!

O, especially that last one is an error I'd rather correct sooner than later! Thanks.

(1 edit)

Even or especially if you've ever bounced off of solo games: give this game a try. This game leaves journaling to the people with time and patience, and gives us, busy people who just want to get into it, a fist full of dice and colored markers.

Mikey Hamm made a really fun yahtzee rogue-lite game about being a post-apocalyptic wizard braving the ruins of the world in search of resources. It's great. You'll like it. I promise.

My heart skipped a beat, but you're right, it was just an export goof. I've reuploaded. Thanks for all the kind words!

Thank you!

Can't wait to play this!

Thanks! I'd love to hear your thoughts once the ashcan hits the web

Riley really made Trophy her own. Just take a look—you'll see! 

There are a couple of adventures I've been meaning to finish!

Thanks for your interest! Maybe in the future? I don't really know when I will have time to get back to this, and if I do, I will probably want to take it from a playset to a full game using the new SRD. That's quite a project, so I'll need to find a couple of months.

I ran into the above problem as well when trying the board for Saint Lazare: the board asks for a password.

(1 edit)

I'm sorry for the lack of a reply! The download works fine now 👌🏻 The lay-out does make it hard to read though, so I've committed to the pdf. 

(Found the first mistake I missed already. There just had to be one. Karma!)

I'm having a little trouble downloading the epub. It doesn't come up in the files after I press Download Now. Am I doing something wrong?

That's great! Thanks a lot.

Would it be OK to ask for a printer friendly version? I'd love to read this off of an A4, it's a little dense for my screen.

This is really beautiful.

Do I understand correctly that this playset ignores boons?

Great to see! :) 

It´s nice to know that you would first branch out to handle the pre- and post-race moves. It would be really interesting to see how the race could influence those and vice versa. 

This looks cool! I´d love to see a general plan for improvement to draw me in for a boost.

(1 edit)

Just two little comments: the clock graph next to the Alarm Clock section is parted six ways instead of four, and, in that section, the Alarm Clock seems to also be called a Threat Clock, which might be confusing.

The dice mechanics seems like it could result in some nice tough choices! I like that a lot.

Thanks for putting this up here. I had a lot of fun making a digital mess of my character sheet as well - inspired by this comment! (My gull ate a little better. She was feeling so-so, and wanted revenge on the tiny man with the magic barrier.)

Thanks a lot!

Hi! I'm a little late to mention this. But I would be very grateful for a b&w version, to spare my poor printer's ink. Would that be possible?

I second this need!

Very clear, and so nice of you to take the time to explain!

I'm having a lot of fun working my way through the Playkit, imagining how a game of Ryne would look. And I'm listening to your game with Jeff Stormer right now.

(1 edit)

I have a mechanics question. I hope this page is the right place to post those. 

In several instances a move says to 'hold 1', sometimes after removing or adding stitches. I've did a search through the Playkit but I've failed to find an explenation on how holding works in general. Is it possible to explain this briefly or point me to the page or section where I could learn to understand this? 

This is the first PbtA-game I've read, so that might be why I'm having a little trouble. 

I too would be interested in this!

Thanks for making this pdf a little more printer-friendly!

The playtest materials are free!