Hello, I'm a composer and pixel artist looking for a programmer to team up with for this. Have some ideas for a rage game to make the judges suffer. Looking to use Discord.
ThatMusicWriter
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First of all, I love the layout; the whole thing reminded me of Fiasco, which filled me with nostalgia. My friends and I used to play a whole Fiasco session across two lunch periods in high school, so the familiar layout was cool.
I will say that the nature of the PLAN card feels a little confusing. I wonder if it might not have made more sense to use keywords instead of symbols, but that might just be me. It mostly feels like the explanation for how that works is spread out a little too far across the book; perhaps there could be one section that explains the purpose and function of the card in the beginning.
I'm not sure how to feel about the Bathroom Graffiti. The rules make it sound like whoever destroyed it is a secret; however, the card is plainly in the middle of the table where other players could see what was happening. Perhaps it would be better if the rules framed the mystery around the destroyed Graffiti as, "WHY did you destroy it?" instead of asking, "WHO destroyed it." Or perhaps you could make every player destroy the Graffiti and either transcribe it OR write something different so no one knows exactly where the game of Telephone went wrong. Either way, more parity between the information the characters know and the information the players know would be nice.
But other than that, it's a cool game that younger me would have absolutely loved. Bravissimo.
This one looks really fun. It's interesting that the only way to get out is by being suspicious. Definitely lends itself to red-herrings, which is tough to do in this kind of "negotiated role-play" context. That being said, a little more specificity with some of the result descriptions (perhaps examples of what "Something of the Spirit" might mean) would be nice, but I also suspect the types who get REALLY into this kind of game prefer fewer specifics and more interpretation.
That being said, A++ for visuals and layout, which is basically everything I suck at. I'm more of a writer and rules designer than presentation expert, so this was cool to see.
I was trying to tie secrets more into the nature of the world and monsters than into the way players interacted with each other, emphasizing that players would have to discover hidden knowledge and secret weaknesses of their more powerful foes in order to win. It's a common theme in the mythology I was trying to emulate: In the original story of Abhartach, he's slain twice before a wise druid tells the king that he must be buried upside down to prevent his rising. I could have emphasized it better; unfortunately I probably had a few too many ideas to squeeze into a month-long jam. Thanks for the feedback!