Brilliant! I've never been able to do one of these things successfully; maybe a zine format will finally work for me 🤞
Sticky Doodler
Creator of
Recent community posts
What a lovely way to get distance from your own perspective and mindset. This game offers space to embody one of the voices you probably have rolling around in your head, maybe understand it better, maybe come to peace with it, maybe put some distance between it and you. Maybe it's a way to learn to be kinder to yourself, too. Thanks, Beth and Angel, for this little gift of a game!
This is a beautifully crafted game that portrays an overlooked aspect of American history. Our game group purchased a physical copy and appreciated an evening exploring difficult social relationships within an increasingly oppressive environment. Our table are not expert role players or improv actors, so we were clumsy and got lost several times as to how to advance or end scenes, but we all agreed it was a worthwhile experience regardless of our skill.
Absolutely a must-have for any enjoyer of indie TTRPGs and scholars of labor movements (our group includes a labor economist) or American history.
Wanderhome brims with deep joy, the kind that can hold wonder and awe and even grief. Every playbook is an invitation to experience a different kind of journey, some who seem to dance in light and others trudging out of darkness. In this world, violence and heroism are flip sides of the same coin, and neither are welcome or even allowed.
Playing Wanderhome requires a table who commit to being kind and sharing, which doesn't mean being gentle or boring. Without a GM, every player can and must add challenges to the world. Wielding that responsibility requires deep trust that your fellow players can catch what you throw. Despite its cozy aesthetics, the game requires you to put forth serious emotional effort.
I've played this with friends, and I've played it as a bedtime routine with my kids, and I've played it as I dreamed myself to sleep. It's not hyperbole to say that this game changed my life.
True works of art move you. The amazing feat of Here We Used to Fly is it somehow moves you with an intense feeling of nostalgia for a fictional experience you just made up. Like a funhouse mirror you'll find in its pages, this game holds up a reflection of your own feelings of childhood and growing up but, through the game mechanics, lets those feelings come back to you as if shared by a good friend.
This is a game to fall in love with.
I had my tabletop games printed for a recent event and have inventory left that I'd like to offer here. Is there a way to provide a "physical copy" option that would let customers pay a specific amount for a printed copy something I'm offering here as a downloadable PDF?
For example, The Bonsai Diary is pay-what-you-want. Is there a way to continue to offer a download as PWYW, but a physical copy for $15 + S/H?
Thank you for sharing this, and converting your grief into a meditation for all of us to consider.
When I first heard of this game and its backstory, I thought perhaps you meant that we humans are like gods to the swallow -- the King Lear kind, that swat flies for sport. I like that you leave the power to them to judge us.
Thank you, Xoe, for this reflection on safety -- our experience of it, and our power to provide it for others. My mind wandered to the cicadas we explode on our windshields as they attempt to cross our highways, the signs I now see in rest stops along those highways for people who are being trafficked.
Thank you for taking a look! If you're interested in learning more about lyric games, take a listen to Lyrical Ludology: https://redcircle.com/shows/lyrical-ludology
Play this game however you like! Personally I try to imagine whether I'm the one receiving the text and trying to get to blush, or if I'm sending the text and getting someone (who?) to blush.
Please let me know how it goes and if this game is helpful! Personally I enjoyed testing the boundaries of what's "normal" and being not diametrically opposite but awkwardly "almost normal"." Don't forget to treat your kid as the GM and keep asking questions like, "so what do I see/hear/smell" and help them out if needed with questions like "so how does the teacher react when I let out a noxious cloud of gas?"
I hear Judge d6 is fair but unpredictable.
I do very much like the idea of some eldritch horror being dragged into court and being made to apologize. Like, sure, Lu-Kthu can devour worlds, but it's still gotta respond to a summons for civil torts. (Surely saving said worlds from being devoured, off-stage)