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After the Accident

A solo RPG. After an Accident, you are left alone in an isolated place. Draw cards and write your survivor's diary. · By Nicolas "Gulix" Ronvel

Thanks for the great game. It was good enough to share!

A topic by The Maddest Sailor created Apr 21, 2022 Views: 167 Replies: 1
Viewing posts 1 to 2
(+2)

I finished off a three-part playthrough of your game for my blog, after picking it up in the "Solo But Not Alone 2" bundle. By word count, it's the longest playthrough I've done outside of the narrative-centric Ironsworn.

While I enjoyed it, and especially enjoyed the random settings to draw from as a launching point, I have to admit I really struggled with some of the prompts. I'm still really new to solo gaming, so maybe it's a "me" thing, but I had trouble with the prompts generating any kind of forward narrative motion. That required some extensive oracle use and creativity on my part. I really did love the Lead mechanic and how it offers a chance to manipulate the immediate narrative you're building.

If you could give me any tips on how, in solo, I can take the prompts your game offers and really work the three-act structure you were pitching, I'd appreciate it. Again, I'm new to solo gaming, and I'm still learning these tips and tricks to make my experiences better. 

Make no mistake, though. This was a good game. I had fun with it. Enough to generate almost 15,000 words. You put a lot of time and effort into this, and it shows, and I know the "Follow the Leads" model can only get better from here.

If you want to read it, here's what your game helped me create:

https://themaddestsailor.wordpress.com/2022/04/05/after-the-accident-1-of-3/

https://themaddestsailor.wordpress.com/2022/04/07/after-the-accident-2-of-3/

https://themaddestsailor.wordpress.com/2022/04/12/after-the-accident-3-of-3/

Developer(+1)

Whew. Your report was great to read. Really great. Thank you so much !

Regarding the interpretation of prompts. Well. I don't know to be honest. Generally, I use them to stir the story in a direction I didn't anticipate. I let it guide my ideas, my inspirations. I may have an idea of what I want to tell/play, but those prompts are here to derail it and surprise me.

Regarding the Three-Acts, it's more a design thing. I tried to have the three part of the game proposing prompts with different themes & tones. There's no clear separation of Acts in the game. It's all in the prompts, with the underlying themes changing.

Hope that helps.