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I loved this game and the diceless system mechanics. Very creative and unique.

However, I have some questions (english version):

At a failure result, the rules states: "This can be either a technical consequence like; exhausting or discarding a number of skills. Or it can be a setback in the story narrative".

The punctuation (specially the semicolon after "like") is a little confusing to me. The failure causes a setback in the narrative or a skill exhaust/discard, right? Who decides that? The gamemaster?

I also didn't understand so much the afterlife idea: do I get 3 tokens to help other characters, but I also can create another character and continue playing, right?

Sorry about the questions, I'm just asking because I really liked your game!

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I am glad you are asking. This helps me to smooth out issues for the next update.

The punctuation (specially the semicolon after "like") is a little confusing to me.
You are right, the sentence got botched. I will have that adjusted.

“Who decides that? The gamemaster?“
It is true, in this version it has not been clarified who dictates the consequences. That should happen in Phase 1. We have established in play, that the consequences of a failure are laid out in broad strokes to the Players before they decide how much they invest into the action. Usually the GM sets the frame, but I like the other Players to weigh in too. Whatever feels natural in the situation.

When it comes to exhaust/discard Skillcards, we usually have the Player(s) discard the amount of cards, equal to difference between the difficulty number and the number of all used modifiers. For example: The Player has added up a sum value of 2 and the difficulty number is a 5. The Player has to discard 3 cards. This gave us some clarity in play and the GM didn’t have to waste time figuring out, how many cards needed to be tossed for each individual situation.

I also didn't understand so much the afterlife idea“
Afterlife Tokens are meant for Players to partake with “flashbacks”, despite them having lost their Characters during the session. I thought this might encourage the Players to go on with the story (at least during the current session) without having to interrupt play creating a new Character. If it feels more adequate to create a new Character instead, maybe because the death occurred at the beginning of the session, then just go ahead.

I hope I was able to help. Let me know if you still feel uncertain about anything regarding the rules. Thank you very much for you feedback and of course your kind words, made my day <3

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Yes it's all clear now, thx and keep up the great work!

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Likewise! I have been browsing through your games and I am quite intrigued. We seem to share a passion for minimalist game design :)

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Thx a lot for checking my games, I feel honored. Yes, we certainly do, I love rpg, but I don't like complex rules that hinders gameplay and having fun.

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Moin Carl!
Solide Sache und großartiges Layout!
Ich freu mich drauf Myths & Mysteries bei der nächsten Gelegenheit mal auszuprobieren.

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Moin moin und vielen Dank! Freut mich sehr, dass es dir gefällt. Ich hoffe du hast Spaß damit :)

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Caramba que projeto incrível owo

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Thank you so much. I really appreciate it 🥹