Really glad to see this designer revisiting their projects and streamlining the work into an SRD. This is well organized and easy to understand.
Shouting Crow
Creator of
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Hey! I know some of you would rather work digitally than with physical media. I made a minizine template for Affinity a while back when I made a dungeon generator. I hope it makes this jam even more accessible.
(It's free to download and there's also an example of a one-page zine)
https://shoutingcrow.itch.io/6-sided-towers
HYPERMALL: UNLIMITED VIOLENCE is type 3 fun. Bad things will happen to your character. You will not be able to explain any of it to your mother without making her question your life choices. Spending debt is weird and sad and genuinely makes me want to hit things until they die (positive), and if that sentence doesn't make any sense to you, please play the game I promise you just need context.
Whoops, things that were in my draft but did not make it into the final version. It was my original intention for doors have a target number of 2-- you need to roll a 3 or higher to break them down with one action. There was a whole page on doors, actually, and I ended up spreading door-specific information throughout the booklet.
I will take a moment to say if memory serves there is at least one other instance of an unspecified target number in this game. This is sort of intentional: I want to encourage players to feel comfortable questioning the oracle wherever the rules are not explicit. The Yes/No oracle works very well for this, actually! You can probably assume the target number is never 1, because a stressful action requires a roll and there's no point in rolling if the target is one. But you could ask "Is MISC ITEM's target number 2?" roll 1d6, and come up with "No, but..." which is generally positive. The lazy man in me wants to interpret that as "No, but you're very close-- the target number is 3".
Sorry for the word dump, but this was a useful place to leave information for the next person who visits this page.
The spark table is in the optional section, you don't have to use it.
You also don't have to...
.... add details to the map, like dividing the map in regions, each with its own random encounter table.
.... add factions in the whole map or divided in the regions.
... add one or more dungeons!
... add a bestiary!
Hairic has added these details as suggestions to help people flesh out their "36-tile hex map with at least 6 points of interest". You can make the project as simple or as complex as you like (and have time for).
This is a delightfully uncomplicated way to track time, with a little good advice about going into "extended hours" of play. Unfortunately, the fact that the PDF is not print-friendly sort of reduces its practical use-- it seems a silly waste of printer ink, and it's not set up to be convenient for digital use. I'd realistically have to remake it entirely if I actually want to use it.
This tool is useful for more traditional dungeon-type games, but it is presented as being significantly more system neutral than I think it really is.
That being said, this is an interesting approach to solo gaming that divides play into two phases: game master mode and player mode. I feel like the most useful part of this document is the "power of expectations" section which is genuinely a great bit of advice and applicable to most solo games.
This is a LOVELY collaborative worldbuilding tool which gives players damn good reasons to be invested in the game they are about to play. I am immediately excited by the idea of giving my players a bit of agency and a chance to tie their characters directly into the world, aaaaaaand it reduces creative load on the GM. Gorgeous stuff.