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Have you played WANDERHOME
By Jay Dragon @jdragsky
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Wanderhome is a pastoral fantasy role-playing game about traveling animal-folk, the world they inhabit, and the way the seasons change. It is a game filled with grassy fields, mossy shrines, herds of chubby bumblebees, opossums in sundresses, salamanders with suspenders, starry night skies, and the most beautiful sunsets you can imagine.
A diceless and GM-less game, built on the Belonging Outside Belonging engine
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krawkpaladin · 4 months
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Hey, do you like GMless games for 4-6 people? Do you like things that are free? Do you want to escape from the failings of your country's legislative body in real life by roleplaying as a representative/MP that actually works towards their constituency's interests?
Check out the playtest for my ttrpg Winning the Peace on my Itch.io (did I mention it's free?)
It has full rules for creating a City, its Communities, and the Representatives working to navigate the city through a future free from the Dark Lord.
Play as one of 4 different Representative types, and balance your Community's needs against those of others!
Navigate 52 different Events using a deck of standard playing cards!
As my first full ttrpg, I'm really excited to share this with everyone and am looking forward to receiving feedback!
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mortphilippa · 1 year
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The problem-problem in TTRPGs
A problem I come up against when playing some TTRPGs is that I don't want the same person to both make and solve problems. I find it makes an otherwise fun game idea very narratively unsatisfying.
This is sometimes called the Czege principle for Paul Czege who articulated this problem: "When one person is the author of both the character's adversity and its resolution, play isn't fun." In a GMed game, the GM can set a problem (this can be social, a puzzle, combat, an obstacle of some sort) and then the player characters resolve the problem. Or, in some GMless games, a prompt provides the problem - such as pulling card prompts in Quiet Year - and the players decide on the solution. Similarly, having some randomness in the outcome like dice can help justify why solving the problem suceeded or failed.
Brendan Lee Mulligan had an excellent statement on 'railroading' which I think applies here - he said players want a story with twists and turns but character want to solve a problem as quickly as possible. So the GM's job (which we can extrapolate to the game's job too) is to provide the twists and turns that make the story interesting and help players feel justified in their character choosing the most interesting option.
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But I think some games want to let everyone do everything and ask the players to both come up with problems and solve them, and i find that tends to lead to obstacles with little weight behind them.
If I'm creating the problem, I'll usually have some idea of a solution, at which point it doesn't really feel like a real problem any more if i solve it. And, if I'm one of the people who can solve the problem, I'm also inclined to make the initial problem easy to solve. Even if i resist that urge to solve it myself, i find it becomes harder for other players to escalate the problem - because who wants to/feels justified in making things worse when you also want your characters to suceed? So the problem gets solved right away. Which is boring.
A good example of treading the line is Belonging outside Belonging- Dream Askew and Dream Apart have the token system to throttle how fast you can solve problems. But if hacks alter the token economy, it can feel superfluous, like you are just making problems to solve them again.
I've found it also in some GMed games that try and alter the flow of narrative by giving a lot of control to players, which can be fun but can also make it difficult to know who has final say on resolving problems.
I think this problem-problem is perhaps a sign for game designers to remember to think about why you are using a certain system and how it fits with the types of narrative cycles you want to encourage. Who is creating and who is solving the problems in your game? Is there support in the mechanics for them to justify making things harder? Will the outcome feel earnt, or will players fall back on the easy option, and how can you encourage interesting choices and further trouble?
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22to22 · 1 year
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It's my birthday
and the thing you can do to celebrate is check out Spindlewheel, a tarot-like storytelling system where you weave a story from card to card.
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Spindlewheel is a unique system where the deck has as much to say about the story as you do, but the story is bespoke to you and your friends every time. Every Spindlewheel game is a constructed scaffolding for story structure, ranging from western four-act stories in Spindlewheel Classic, to tense bombastic duels to the bitter end in Meet Me In The Field of Honour At Dawn, to sorting out a trio's complicated feelings for each other in Love Machine.
The goal of Spindlewheel is to tell a satisfying story. Your character might win wealth and fame, or they might crash and burn. Both of these are victories if they fit the arc of the story you’ve told, and bring satisfaction to you as a storyteller.
How do you play? Well, I'm glad you asked!
Spindlewheel’s fundamental verb is interpretation.
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Each card’s text evokes an idea.  The upright and inverse text are different. Sometimes they’re diametrically opposed; often, they’re two sides of the same coin.
Use the card as an anchor for the part of the story that you’re telling.
A card can be a person, an event, an attitude, or a physical object. Use as much as the entire card, or as little as a single word. A card is interpreted twice: once when it enters your hand, and again when you play it. It does not have to be the same interpretation.
FOR EXAMPLE: I might draw the Hearth card and Reflect that I feel like people closed their doors to me; but I might Engage that card later, declaring I won’t do the same to someone else, and play it to invite someone into my home.
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It's a really excellent one shot system: it takes no prep, every setting is procedurally generated for each table, and most games are GMless. The games that are GMed are designed to support improvisation and provide coherent throughlines so the GM can focus on moment to moment play. It also works as a GM tool within other systems for when you need an ominous portent or an answer to a question where a dice roll just won't cut it.
It also makes for pretty damn good radio. Check it out on Party of One, An Atlas of the World Unknown, You Don't Meet In An Inn, Follow the Leader, and played extensively in the devlog Spindlewheel Stories where you can listen as the game takes shape over time.
Did I mention it's got an open SRD? Anyone can hack the system and sell their games. Here's a collection of people who have done just that!
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Curious?
There's lots of ways to try Spindlewheel online for free! give @spindlewheelbot (by Caro Asercion) on twitter an @ for a "classic" spread inspired by the celtic cross, or a single card "vibe check"; print and play the deck with the original legacy art or play it on playingcards.io; or play it on Tabletop Playground and Tabletop Simulator.
Convinced?
Head over to www.teacabbage.com/spindlewheel to pick your digital copy of Spindlewheel on itch.io and roll20!
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moody-mae · 8 months
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I just want to say thank you to everyone who has shown interest in and supported Afterlife Archive so far. The reblogs, hearts, downloads on Itch, and the comments have been so encouraging.
This is the first rpg I've ever made, and there's been a learning curve.
But what a creative, diverse, inspiring community of people. The ideas I come across on the daily, the perspectives they explore, the limits they push with mechanics and narrative infusion— I'm often left giddy with enthusiasm over all the possibilities presented. It's just SO COOL.
So thank you for giving Afterlife Archive— and me —a moment to play in your mind.
There's still more work to be done on the game. The art part. And then the Kickstarter printrun campaign. But things are going really well.
I want to share all the new artwork that's been prepared thus far for the updated version that's soon to drop (the Demon isn't done yet— he's still in the line art stage and needs shading!):
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AFTERLIFE ARCHIVE ITCH PAGE
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Now available!
A good heist requires an immense amount of careful setup. Details about the security, the target, the way in and the way out, the crew, the tools needed, all of those need to be studied and planned for extremely carefully in order to make success as likely as possible.
You have none of that.
There’s a big fancy estate up on that hill that you know has to be full of all sorts of goodies.
There’s you.
And there’s the cover of darkness.
You have no idea what you’re heading into tonight, where anything is, or how you’re going to get away, but you’re still determined to make a fortune with
No Map, No Plan.
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No Map, No Plan is a GMless roleplaying game for one to four players based on Cat McDonald's Carta system, in which you take on the role of a thief (or thieves) completely winging the heist of a rich estate with zero preparation or foreknowledge, in complete violation of the common sense about such things.
Cards conceal obstacles, chances to recover, loot, and even the way out, and you'll move from card to card discovering things as you go along. You’ll respond to prompts, try to remain stealthy, acquire treasure, and try to find your way out before you can get caught. Designed for PocketQuest 2024, and discounted for the duration of the event!
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elifinchsart · 8 months
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"Libromancy is a two-player game about a Witch and her Grimoire, a sentient magical tome, whose magical partnership grants the pair untold power, and also a very messy unspoken relationship (because, after all, if someone is the most important person in the world to you, how can you risk messing that up by telling them how you feel, and besides how could you ever really know if they feel the same way?) Almost as threatening as their reciprocal yearning is the Witch-Hunting Inquisition that is hot on their trail. Together, you will play to find out whether the bond the two share, and the powers it grants, will be enough to bear them to safety, or whether they will be torn apart by the hostile realities of the mundane." (this too is yuri)
I did the art for this! It was super fun and the RPG is really lovely and wistful with some interesting mechanics! Go check it out please!
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strangeharpy · 7 months
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Psst. Hey. Do you like monsters? Do you like TTRPGs that can be picked up and played with no prep? Boy howdy, do I have a sale for you! Pick up my collection of monster-themed games, Creature Feature, and my game about the monstrously feminine and transformation for 50% off until the end of spooky season!
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becuzitisbitter · 26 days
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My 2nd game is now live on Itch.io. Pay what you want to kill the emperor with your friends by making Hard Bargains. Made as part of the Dice Exploder Game Jam.
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taketheringtolohac · 3 months
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My first ttrpg is done! What the Water Gave Me is a GM-less storytelling game for 2-5 players about getting lost, being found, and what it means to have lived. Gameplay progresses as you listen to a playlist, and answer questions to tell your story. It is a version of You Want it Darker by Nora Katz (another fabulous game!) The game is free to download on itch.
Thank you to everyone who helped with the playlist! I could not have done it without you. Please enjoy and let me know what you think if you play!
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Have you played THE GROUND ITSELF ?
By Everest Pipkin
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A GM-less narrative game for 2-5 players about what happens in a single place across time, scope ranging from days to thousands of years. It's played with a deck of cards, a six sided die and a coin
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dinoberrypress · 1 year
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Playing Justicar on @PartyOfOnePod- was such a fun, goofy time crafting a petty crime and some rivalries among HOA members.
Lily Tarkovich, the Judge with an obscene knowledge of lawn gnome lore, lives in my head rent free.
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Give it a listen: https://buff.ly/3hdj5Az
Justicar is available now on our shop! https://buff.ly/3XTo5e5
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capacle · 1 year
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Today on my newsletter: Chop your GM into little pieces
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stoutstoatpress · 9 months
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Border Riding is having a Launch Event!!
Friday 15th SEP 23! 7pm - 10pm! Join author Jo Reid at Argonaut Books for a live reading of 'On Common Riding', paired with a Q&A about their experiences with publishing.
Afterwards, hop over to Ancient Robot Games to play the game at open tables!
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pandiongames · 1 year
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Catalyst Cards Released
At the flap of a beetle’s wing, the course of the story changes forever.
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Hey folks! Andy from Pandion Games here with some exciting news - we just released Catalyst Cards on itchio! These cards are designed to spark ideas and story for GMless tabletop RPGs.
And we snuck in an extra for the release: A 12-page Companion Booklet detailing each card and how to use them.
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Act I - Introductions is the first set, with 18 cards to get you started. Catalyst Cards are a set of prompt cards designed to inspire ideas and drive storytelling in tabletop roleplaying games without a game master. The cards provide prompts to set the scene, introduce challenges, reveal clues, create characters and creatures, raise tension, and more. Pass them out at the start of the session, and when you use a card, trade it with another player.
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We're also teaming up with Salt and Paper Press to produce a limited run of fancy letterpress printed cards, more details coming soon!
You can grab the digital download of Catalyst Cards on itchio for just $5. Check us out at pandiongames.itch.io/catalyst-cards for more info and updates.
Until next time!
-Andy Pandion Games
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moody-mae · 8 months
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Afterlife Archive has a shiny, new pdf up for grabs on Itch!
I noticed there was an influx of downloads last night, and while I was happy, I was also a little unsettled. The quality of the old pdf was... rough. XD
So, I decided that I would release the new version— minus all the new art, as I'm still working on it (,: —so that people can download the game and try out all the new, functional features!
The game is in fine working order. The only thing left to complete before the Kickstarter printrun campaign is art. Art, art, art. And that'll take me just a little more time.
So, in the meantime, for those of you that are interested in the game, please give the new version a go! I just added the new pdf file to the ITCH PAGE . ;) It's free for download~
Aaaaaand— I'll plop a little list of the new features down here, in case you're curious:
Detailed Case File example/explanation page
Optional Evidence Reactions to modulate the difficulty of the Nerve Check
Space to add custom paranormal encounters in the Phenomenon Key
A mini game about creating the professional profile page of a psychic-for-hire
Space to add custom Entities in the Entity Index!
Extended gameplay offered in the epilogue: Possession & Purification. Players may become Possessed by the entity they just investigated, and they must endeavor to Purify their bodies of the ghostly hitchhiker.
An Achievements page with 16 achievements to unlock over the course of numerous sessions of gameplay!
Thank you for reading, and happy gaming to you all~ >u<
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