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Aaronsxl

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A member registered Jun 06, 2020 · View creator page →

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Mothwin gives you a long list of Rival Prompts to inspire this nemesis, prompts that could easily map on to characters from Wicked.

It’s Been a Long Time Coming follows a similar structure, going so far as to build the question of confrontation into character creation. The entire game will be spent answering prompts that orbit around your characters and their lives, but your partner will always be there in the background, a sword of Damocles perpetually swinging in the wind.

I think the thing that really intrigues me about Knife to Your Throat is how keenly interested it is in the closeness of the two players. 

Very Mr. and Mrs. Smith, but with less action sequences and more gut-wrenching flashbacks to your partner, even as they hurl a pod of heat seeking missiles at your cockpit. 

O’Brien, a poet and author, understands well the need for character choices to be a self-perpetuating engine. 

this is a great point. I can’t promise I’ll update the game, as I may not have the correct files any more, but I’ll at least take a look. Thanks for your thoughtful feedback. 

that’s fine with me, as long as your existing work does not violate the other rules of the jam

The Endgame of Deathmatch Island takes all this uncertainty that’s been simmering throughout the rest of the competition and concentrates it into a final, dramatic reveal.

I care a lot about the setting of any particular tabletop game.

You can’t change the way the game ends, but I still think there is something valuable in letting the player walk through the empty hallways of the labyrinth first before interacting with anything.

Onward from Omelas is capable of interacting with Le Guin’s themes of complicity more directly than any short story. 

Having any sort of agency at all is a bit of a novelty in the context of Omelas stories, and having those children become not just active participants but powerful warriors, with spells and abilities to wield against their oppressors, is a big swing.

Realis sculpts a particular kind of character arc, one that can only result in a broken masterpiece. 

a quick, rules light framework for ridiculous Fast and Furious roleplay. I had a ton of fun. 

Thanks! Minas Tirith in particular was a big influence on this game lol

I think it’s really cool when creators link their works together.

I don't think Rebellions are built on hope.

what’s new are the consequences

thank you boss 🫡

3 to 6

There is an animal need to be understood in NIGHTHAWKS made more ravenous by the societal trauma the creator witnessed, a hunger to shatter where its predecessor was content to simply scratch. 


I think Stewpot is the antithesis of D&D. 

It is impossible for a game to force you to play by its rules. That’s one of the neat things about tabletop games, especially crunchy ones- you can always resist the designer’s influence. 

That said, Triangle Agency is absolutely trying to control you. 

Most city-building games have some rule that allows players to erect buildings of various purposes. But of the handful I read, only Avery Alder’s The Quiet Year and Martin Nerurkar and Konstantinos Dimopoulos’  Ex Novo were interested in the resources those buildings might exist to cultivate.

This is such a cool idea, thank you for writing this!

I think Stewpot is the antithesis of D&D. 

I think works that ask players to willingly beat their heads against a wall are, for some reason, fascinating.

Journey of 1000 ZIPs is absolutely a game, and I think there’s something worth interrogating in the implicit challenge of its existence.

thank you so much for your kind words and time!!! 

thanks so much for reading it Ennio!!!

Hey Elliot, I'm getting an error at 950, saying that the path is invalid. Any idea how I can fix this? 

haha thanks so much Lex!

thank you so much for reading it!!! Truly grateful you’re spending time on my work. 

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I think plenty of long-running campaigns could do with a chance to let your traumatized OCs dip their toes in the sand. But its opening page is something I want to dig into further, because I think Beach Episode’s safe exterior comes into conflict with a relatively new notion in the gaming space.

Wanderhome designer Jay Dragon and book designer Ruby Lavin added a deeply insightful annotated version of the game, one which not only provides fascinating insights into the layout and construction of the text, but also makes explicit a lot of history that was originally obscured. In order to organize these lore tidbits, I’ve taken it upon myself to construct a theoretical timeline of the Haethlands, divided into three, very loosely-defined Ages. 

the game is scheduled to launch September 24! 

Nguyen’s works place the player in the position of being one of the least powerful people, a civilian from South Vietnam, caught between the oncoming communist forces and suffering under American occupation. The emotion and sincerity of both texts is undeniable, and the perspective they espouse is one of desperation, horror, and the sheer difficulty of survival. 

Thanks for writing. I'll be thinking about this for a long time.

I think Un-navigatable mourns the loss of those memories for the same reason you might want to hide them. Every inch of this game is about acknowledging the rawest, most sincere interests and emotions of your youth, unfiltered and awkward though they may be. It wants you to celebrate the person you used to be, because that’s the person that made you you.