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o.hybridity

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A member registered Mar 30, 2015 · View creator page →

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The game is written for a group of three to five players and one game master (though there's nothing mechanically that says you can't try it with a player and a game master, or eight players and two game masters, if that's to your liking) with room for some back-and-forth regarding narrative control. 

That said, the Pressure mechanic forms a potentially very useful baseline for an inventive player to hack in solo play, and I would be thrilled to hear how it goes from anyone who'd make the attempt.

https://ohybridity.itch.io/phever

Welp, turned out things were way, way more complicated than I was hoping with Volume 2, but one year later—volume 2 is Out For Real, dear reader!

https://ohybridity.itch.io/crisis-complex

https://ohybridity.itch.io/teratoscope-vol-1-the-unbounded-lands

Hi! Teratoscope volume 2 is in the works! The document itself is all put together; I'm just waiting on some artwork I've commissioned. Once I've got that in hand it's just a matter of doing some basic layout work and giving everything one last polish run. I've got my fingers crossed that I'll be able to release volume 2 before the Spring of 2020.

In the meantime, you can find the uncompiled run of volume 2's entries in the meantime on the Teratoscope blog (link leads to the last page of a tag that should contain all of them). 

Hey, no worries! Happy to provide!

I think the part of the game that absolutely sells it for me is the instruction to cut away to the next Teen before resolving a roll—I've never seen a system stick the landing on narrative braiding quite like this before.

Definitely one of the wildest premises in the whole Jam. A remarkably substantive engagement with current nostalgia for the Fleischer era (albeit the first time I've seen it pursued in this medium).

Usually I'm put off by hit location rules but I really like how it's executed here—it's super streamlined. I want to run this just for the showdown mechanics.

I feel compelled to single out how great the scavenging rules are in this.

Excellently cryptic and moody, thoroughly playable. The scenarios in the back caught me off guard—the writing's slender but leverages that to unnerve well beyond what I expected, and there's an elegant encounter mechanic driving it all. Reads like a tiny window onto someone's private nightmare.

This is a really great premise, and I adore some of the subsystems here; conjuring inventory is really cool, elegantly realized, and seems like it would be an excellent mechanic to re-skin for other games hinging on flexible realities.

I am absolutely using that "shared inventory for mech components and emotional baggage" mechanic in the future.

I'm a big fan of the working-for-the-weekend metastructure going on here—the diegetic use of "everyone levels at the end of every session" bit from core Tunnel Goons is really clever.

It's interesting how lightly tweaking what happens when you beat a target number manages to dramatically shift the whole tone of this game (for the better, I think—thrash dogs move too fast to chip away at a challenge).

I really, really dig the way this game handles pitching narrative control between players between Crashing and Boarding, and I'm a sucker for any game that imposes a firm sequence of play. I'm really impressed by how this game manages to evoke such a strong sense of delightful chaos while still being fundamentally very organized in its handling of the rules.

That curse die mechanic is *chef kiss* molto bene. Beautiful and elegant disruption of an already pretty great task resolution system.

Thanks! In some regards it's still kind of a work in progress (I'd love to sit and really nail down a 1st-session mapmaking system), but I'm really glad that it's leaving a strong impression.