Can a game be too good? Well I didn’t used to think so, but then I played The Epic-est and Smallest RPG ever (Probably)
The bar has been set, and it is HIGH.
I've been on a journalling RPG binge and ended with this one, right up my alley with the chance to get nice and meta!
My author was desperately trying to protect his hero from uncovering the horrible truth that someone he thought was a close friend was actually a responsible for the murder of a loved one, on top of the fact that the friend was merely one of the hero's split personalities. It wasn't a pretty end!
Great prompts and concept, thank you :)
I’ve just submitted my entry. I’m a big advocate of using stuff you already have lying around and so the game transforms any printed prose (leaflets, letters, newspapers, anything! etc) into a dungeon. You need to fight every word with a party made from the letters of your name.
This is the first ever jam I’ve submitted to, hopefully I’ve met all the conditions! Thanks for creating it and encouraging creativity.
I've been searching around for the perfect solo rpg that ticks all of my boxes in terms of concept, story, mechanics etc. I had thought a few have come close but after seeing this I realise this is what I have been searching for all along. The time travel concept, using things I already have (unused planners, playing cards etc), the bookmark as your character sheet. Genius. I can't wait to play! Would love to get a physical copy in the UK but that seems tricky! Can't believe I haven't seen this before.
Hey man, just gave this a go. A nice easy system, rules are clear. I made it to the boss and landed 2 hits before it killed me.
If I had any suggestions it would be finding some way to increase the enemy challenge per floor to scale up with you. Once you get a couple of items from the chests you do breeze through each room. Maybe a modifier or 2 just to keep it spicy.
I enjoyed my playthrough though, nice work and thanks for sharing it!
sure thing! Well I’m about to start the umbra Stations expansion so in my ongoing narrative (I like to thematically tie the games I’m playing together so there’s some flow between them and a sense of scale), the commander needs to first ‘acquire’ the derelict craft that will be used in that game. So I’m using Cold Carrion as a means of exploring potential options.
I don’t have much specific feedback yet as I’ve only done one ship so far. Combat moves fairly slow, but that’s because I haven’t figured out the best way to keep track of the combat area yet. I’m just using a pencil/eraser on the same grid and it’s a bit messy. I might move to a laminated grid and dry erase marker, or even a chessboard! :)
Have you thought about more enemy variations or the possibility of starting with a higher number of enemies? Being outnumbered might help increase the difficulty curve and force a bit more strategy. I don’t think it would unbalance things. But I haven’t designed a combat system so I could be way wrong.
One thing I noticed was a typo on the consumables and equipment tables say d12 when it’s a d8 :)
Hope that feedback is ok, I’m not one for heavy overly complicated rules, nor too easy/quick, and this is just about the right level for me.
This game is fantastic, and a nice spin on the typical ttrpg format. Wondering if you drew any inspiration from Terry Pratchett's 'Soul Music'? Probably a coincidence but in any case my bards were called Imp, Cliff and Glod in honour of it.
Bit of confusion for me around instrument quality/condition that could be slightly clearer. Is the condition of an instrument capped at its quality value for example? Calculating the performance score took several re reads of the rules but I think I got it :)
Thanks for the great game!
I was incredibly invested in all of the stories these fragments conjured up. Giving my axiologist a backstory (a university professor and counsellor in a dying 1984-like society) really helped set up what would follow. The setting and the story seemed to flow once I had this.
I found that the first 1 or 2 fragments immediately gave me an idea of the person, and the rest gave the flavour. I was surprised at how quick those characters came to mind, almost fully formed. Every single one steeped in tragedy. Once I had interpreted them I also decided what form the fragment took.
When it came time to choose, I couldn’t. Instead I let the axiologist decide, and through fear of what his superiors would do to him when asked about his research, he had to lie. A soldier’s letters to their family contained confessions to horrible war crimes they had committed against the enemy. He defected and cost our side many lives. He was a traitor, clearly indoctrinated against us, and the official record should note him as a lesson to us all of the sick lengths our enemies will go to.
The game is straightforward, with an intriguing theme and the prompts are varied and interesting. Thanks so much for making this. I hope my axiologist comes to his senses next time around!
Loved playing this, it’s got the right mix of strategy and quick playability that I’m after. I just had a quick clarification about when a weapon breaks: is that d6 permanently lost from your dice pool? Or do you still roll 6d6 on the next room?
Also can you do multiple rune actions per turn? I.e kill one monster with a rune, which is then spent. Then pick up another rune, and kill another monster? Felt like I was doing too many actions per turn. Is it only special actions that limited to once per turn?
sorry for all the questions, I’m going to be playing the heck out of this I can already tell. Thanks!