I just wanted to let you know I've already used this moon in play! My PCs were here to meet strange wizards that warp space in order to find a workaround way to Realis for one of our PCs, who is the ghost of a dead moon and wants to go to Realis to figure out the truth of their existence. It was a perfect place to play around with space, give PCs the workaround via bureaucratic nonsense a la Catch 22, and it did end up to some very rich story beats. Bravo!!
Sporian
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That makes a lot of sense! I'm enjoying the story a lot. I'm also interested in your perspective as a Brit. For me as a designer, a historic place is different from a Historic Place, because of the role of the Register of Historic Places in preservation within the United States, I wanted the game to be about reckoning with that archive, exploring what gets saved, preserved, and recorded and what doesn't (hence why it's a game about "the archive and the empire"). Again, I don't want to be read as critiquing because I love seeing my game used in different ways depending on context!
I forgot to respond to this but I was filled with emotion when I saw this comment. I'm so glad you love this game! I love the formatting, and it's easy to follow the physical travel of Calrum with the Google Maps.
I'm also fascinated by how you interpreted the rules: when I wrote it, I imagined the investigation and travel procedures to be focused on Historic Places, individual buildings or farms or archaeological sites, because that's what the Register of Historic Places keeps track of. But I can tell it works just fine with entire villages!