I really enjoyed this! My dinosaur spent a lot of time bearing and gnashing teeth as they tried to hunt down those pesky scientists I love how much flavour you injected into the game mechanics!
Kristina Waterman
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I really enjoyed playing Fantasy Sword Generator! It was a fun creative exercise that was easy and satisfying to use. The overall design is stylish and easy to read, and I was delighted with the end result.
My own creation ended up as a diamond-bladed scimitar that bore a self fulfilling prophecy and whose hilt sought to wrap around the hand of it’s wielder. Very cool :)
I enjoyed playing this so much! It is a wonderful example of how solo journaling games can be used to create compelling and in-depth stories. The prompts were carefully written to provoke interesting responses from the player, encouraging them to answer with the overall narrative in mind. It took about two hours to play to completion, and enabled me to journal a story that could act as a stand alone or inspiration for a characters backstory. I highly recommend it!
Thank you for your feedback, Owlsten! It's so useful to hear about the bonus point system and how it drives narrative. My initial reasoning for giving the player a free bonus point was to honour the direction they might want to play in, so to hear you preferred more freedom for change in the story is a great insight! If I end up making an expanded version of the game, I'll keep your feedback in mind. Thank you again!
What a great concept! I love that the game covers not just weapon creation but also mechanics for a full day of adventuring. Having the weapon creation go into such detail really adds depth to the story of it and the adventurer. In the gameplay section, I'm a little unsure about the purpose of drawing cards for the countdown clock—are cards meant to correspond to a table about the weapon/adventurer relationship? Regardless, I look forward to playing this game when it's completed!
I really love the concept of this game! Having the player arrange the cards for the ritual adds a great level of immersion to the the game. I can see how the interplay between the price, need, time and invocation can create a unique experience every time. My only suggestion would be in the design of the page, as it took me a few reads to figure out where the numbered steps began and how they related to the tables. Aside form that, awesome work! I look forward to playing this!
This looks very fun and cool! The rounds looks to have just enough strategy to them to make things interesting and I love the rock-paper-scissor element to the game play. Also, having the last stage of the game change to be players vs hogfish is a really fun way to make finishing the game feel exciting. My one query is about how you determine how much food is in play? I couldn't see any instruction regarding that, but apologies if there is and I just missed it :p
Divine Mirrors is a solo journaling game that only requires a pen, paper and two six-sided dice that you can download for free here.
In this game, you will roll to determine how you raise your mysterious charge as the egg hatches and grows. Your initial and ongoing treatment will influence the resolution of your relationship at game's end.
This game was written as a part of the DM Dalliance's Design Challenge.
I've only done one playthrough of this game, but I enjoyed it so much! I really like the separate Event lists, and journaling the time between them created a really evocative story of a farmer trying to figure out what the Host wanted them to do about the hole in the sky. It felt very dramatic and the ending inevitable, and I look forward to playing it again!
Nothing Beside Remains is a world-building TTRPG about incomplete stories, about legacy and history, about artefacts and assumptions. Designed for 3-5 players, the game requires pen, paper, dice and a pack of cards to play, and takes roughly three hours to complete.
To tell a story in Nothing Beside Remains, you will build artefacts and recount their journeys through time. You will describe how they were used, what they represented and how they changed over the years. You will envision what these artefacts meant to the people and the community that held them. How they shaped the history of the places they were kept and how they were forgotten.
Inspired by Avery Adler's A Quiet Year and Everest Pipkins The Ground Itself. This game was written as a part of my thesis. Nothing Beside Remains is available for download for free at the following link:
This was a very fun game! I played this for the first time with my partner and we made two districts and it took about two hours. Instead of journaling we decided to do small sketched to capture our impressions of the city, and came up with a delightful snapshot into a city that had a heavily featured fish motif and so many small ally ways! I will definitely play this again, so thank you for the fun times!
I heard of this game through Friends at the Table podcast, and was so intrigued. I just played my first session with two of my friends, and though we did not finish it, we had so much fun creating our unique world and the stories that inhabited it. The prompts were creative and thought provoking. Thank you for the marvellous experience!
I really enjoyed this game, the tables and turn mechanics were really fun and interesting. All the character creation prompts generated some very cool ideas. The forest really took on it's own character and the conflict with the incursions developed naturally through gameplay. The booklet itself is done beautifully, with the ink illustrations really capturing a timeless feel of the game.
I will say that it took me a long time to complete, even factoring in learning the rules. There was a lot of winning and losing of the same hexes, and I found I didn't get to half the map! Perhaps having a smaller/shorter version (as The Quiet Year has) would be useful?
Overall, a great solo game, awesome work!