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kay w.

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A member registered Mar 15, 2020 · View creator page →

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Hey there! So, on your initial roll, you can't roll a 7. However, this uses the Push system. By design, in the Push system, when you roll a 4 or lower on your d6, it's a weak hit—but you can choose to roll an additional 1d6 and add it to that result. You have to add that value, even if it pushes you over 7 and turns it into a miss. Think of it as a risk vs. reward—eat the weak  hit, or take a risk to see if you can push it into a strong hit, but it might also become a disastrous miss.

I hope this helps! If not I can diagram out a few rolls for you.

One per section! I've  added a one line instruction on the sheet to indicate that.

Oh god, for some reason Itch set them to be hidden and I didn't notice. They're up now!

As someone who makes a lot of solo games, I was curious — does the 4 pages guideline include something like tables to reference, or is it just for the core rules + mechanics?

(I've fit a solo game with a playing card deck on a trifold before so I'll figure out how to do it here if it's what I decide to do, but I was curious!)

https://skelejam.itch.io/mythmaker

Hey there! So to me, the tokens are initially just ways to extend your run until your ending run, and to allow runs that have that Outer Wilds feel of being short or long depending on how things go.

I did want some ending variability. I wanted to encourage people to explore and look even on their last run, but to have the ability to skip certain planets (or all planets, if they were okay with a worse ending) if they wanted as they moved further in the game—sort of like being able to speed through a planet because you know it so well!

Thank you! I'm so glad you enjoyed it, and that's about what I hoped the length would be for other people (I know I'm a bad estimator of time because I have a very fast reading speed for my fairly long prompts). 

Two losses, oof! Hopefully you find better luck next time you attend the Masquerade! 

Definitely debating this at the moment. On one hand, I worry about too much complexity over time if people aren't removed from the strands of the narrative, so to speak, but I do like the option to revisit them.... Perhaps a neat little optional mechanic?

(Or feature creep is happening right now, as I type!)

So I'm twisting the idea around a little bit after watching The Green Knight twice and having lots of Arthurian/myth-making thoughts which come with being a big medieval poetry fan, I guess.  Taking my liberties with the SRD but hey, why not?

The Object for my game is the mythic antagonist in these kinds of stories who basically does not have agency outside of the eventual myths of the Agents (which I'm currently calling Challengers, but we'll see), and all you can do is basically decide whether to deem them worthy or unworthy of the story, striking them down or not. 

So it'll be about two things: individual agents and the decay of a fantasy kingdom over time. I'm taking "not having agency" here very broadly as being unable to make choices in a story that don't just contribute to, you know, making a myth out of someone else. 

https://skelejam.itch.io/final-undertaking

Going to snag Sacred Geometry of the New Millennium for something, I believe!

Hey there! Thanks again for hosting the jam (I really enjoyed your game even if I didn't throw a rating in for obvious bias reasons, since I love a good meditation on loneliness)! I 100% agree on the choices critique. I even ended up dropping it from 4 stories/events to 3 to reduce length and complexity. My original plan was to have all the colors listed out and let people cycle through matching up emotions/images to their chosen colors to give people more focused choices, and then let them select three or four colors + emotions for each story.

Unfortunately I figured out how to do that on the last day and did not have time to go back and edit the prior two passages. I think that's how it always goes!

But: I'm so glad you enjoyed the prose! My fiction background shows here, and I was so excited for the theme. Pretty much everything I write is kind of about traveling, so it just fit with what I like to write up.

I finally sat down to write some comments here and there. So: I really loved this. I like a good randomly shuffled adventure, and I like the idea of traveling a surreal rail system. The horror moment was so good with the shuffling text and the degradation. Great job with the sense of horror, confusion, and strangeness! I love a good horror adventure, and I think you guys did great with the English writing, especially your first work! I really just thought the topic was fascinating and a unique rendition of the theme.

Thank you so much! I really wanted to mess around with cycling links and variables in Twine and I thought this might be a unique way to do it.  I'm so glad you enjoyed it!

Thank you so much! My background with writing is mainly short stories and many unfinished novels, so that impulse definitely slipped into how this worked. I wanted to build a world to travel through without talking about The World History or The World Culture and I'm glad you enjoyed it!