I read in the rules that Jokers are optional (and prolong the game) but I couldn't find rules for how to actually use them. It's entirely possible that I'm just not seeing it but could you clarify it for me?
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When I was planning the Zinequest Kickstarter for this game 2 years ago (gosh), I added a Box of Leaves tier that entitled the highest level backer to a copy of the game handwritten on dried leaves. But I didn't really expect anyone to claim it!
However, someone did and then that someone was very patient with me while I collected and dried 204 leaves.
So now this is a thing that exists in the world.
To my knowledge, there has never been another zine that has been released on leaves.
Rod Rell and Fist was definitely a huge influence. In fact, this is basically an adaptation of RR&F into a mini game for a Tiny Taverns campaign I was running.
And you're absolutely right. You can't hook a minnow! I'm shocked I didn't notice that before. I know the outcome of a 2d6 roll! Oh well, well call it a bonus fish that the GM can use however they like.
Interestingly, when I ran it for my monthly teen group at the local library, they turned the story into a full-scale disaster movie.
I believe we were camping on a tropical island as part of a corporate team-building retreat. There was a massive volcanic eruption.
It was definitely a stretch for the system and not one I'd recommend but it still supported a cohesive story. The game did much better than I expected.
But, yes, please play this game for a low-stakes emotional tone!
Mice-Men of Mirewald got a pretty nice review in a comment on this Reddit post.
Check it out!
https://www.reddit.com/r/rpg/comments/hb0vk5/anyone_have_a_free_rpg_theyd_like_m...
Thanks!
I've found generating some sort of relationship is super useful in getting games rolling quickly. And it's a lot of fun!
Making games based on player skill, as opposed to character skill can be contentious. It's one of the complaints against Dread, most famously. But it can be a fun thing to do if the game isn't too serious. I was inspired by a 200 Word RPG entry that used Nerf guns as a mechanic.
"How does a player lose to damage?" As in, how do you know when a character dies? Beats me! There's only so much game I can fit on a single card! But my hope is that damage to the card (folds) makes them harder to throw and thereby reflects the impaired capabilities of a damaged character.
it's possible that I defined things too much in the first stage. But I hope my collaborators don't feel constrained. I hope they tear my work apart like a swarm of locusts and build a idol in their own image from my game's bones.
But mostly I'm just patiently waiting for the 11th so I have something to do. Waiting is the hard part. At least right now.
As much as I love lingering over collaborative setting creation (throwing Fan Mail at Questlandia and Microscope), I don't think I can afford any of that here.
With the goal of introducing complete newbies to the idea of RPGs in no more than 30 minutes, I think it's probably best to design a game with a clear and exciting situation baked right in. The players need to know where they are, what they're facing, and what they can do about it immediately.
That's pretty easy to do with a physical conflict. Pick a familiar genre, threaten the players, go. Whether it's an Inn surrounded by zombies or a sky-ship being boarded by pirates, it works the same. The stakes are high and the bad guy is obvious.
I struggle more, always, thinking of similarly engaging non-combat scenarios.
What's your approach to creating a scenario for your game? What advice do you have for scenario design?
Or maybe you disagree with my entire premise and are taking your game in a very different direction?