Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

The Sorcerer's KeepView project page

Rival spellcasters struggle for control of an ancient ruin and the magical secrets it holds.
Submitted by Several Skeletons — 1 hour, 55 minutes before the deadline
Add to collection

Play AoF:S mission

The Sorcerer's Keep's itch.io page

Results

CriteriaRankScore*Raw Score
Concepts & Originality#93.9623.962
Rules Clarity#143.5773.577
Overall#183.4623.462
Adherence to Theme#432.8462.846

Ranked from 26 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Leave a comment

Log in with itch.io to leave a comment.

Comments

Host

Hello, thank you for participating in the first OPR Mission Jam! Please email marketing@onepagerules.com so that we can send you the participation models! Please include 'OPR Mission Jam Participation Minis' in the subject line.

Submitted(+1)

Okay I missed your submission until today but I really really like the idea of Sorcerers going at it to gain more powers.
As Steve said, maybe a bit too many layers of ways to add tokens and spells, but it does give a good vibe overall. Probably more appropriate for Narrative and/or campaigns rather than one-off games, but aye, good work there.
I'll probably steal it at some point if I can convince my group to not just try Quest but also Skirmish.

Submitted(+1)

Love the concept and the objective giving spells to the spellcasters.  I agree with Steve M. about the gaining spells and tokens.  Although the Conjuration effect is really cool and I loved that.

I think this is a much more complicated tracking mission, but if you are playing a campaign as it seems like it is intended, I really like it.

Submitted(+1)

The idea of spellcasters expanding their magical arsenals by finding forgotten spells and gaining power from objectives is cool! I loved the 'Conjuration' spell, which lets you 'grow' your forces by spawning new creatures.

However, I gotta admit, it seems a bit complicated with all the different ways to gain tokens and spells, plus managing their specific effects. It's a lot to track. Still, it absolutely captures the theme of increasing magical power and battlefield presence! Looks like a genuinely fun, engaging mission.

Developer

Haha, I didn't even realize how the Conjuration spell fit the theme until you pointed it out — I mainly just added it because I enjoy summoning mechanics, and I like when missions give you opportunities to use special models specific to the scenario.

Fair point on the complexity part; that's definitely an easy trap for me to fall into when writing this kind of thing (I just have too many ideas, and sometimes find it difficult to accept that it might be better not to use all of them XD). I do think the amount of stuff here should be manageable, but as the mission's author I might obviously be biased in that regard — if anyone else is reading this, I'd appreciate some more opinions on this matter :D

Submitted(+1)

This gave some good Frostgrave/Mordheim vibes, not sure if the relic rule before game is needed or should be an add/find event, but its a good replayable mission.

Developer

Yea, Frostgrave was definitely an inspiration here! The relics are mostly to provide players with a baseline source of more spell tokens that doesn't get stronger with number of casters fielded and is a bit more interesting/interactive than just giving out free spell tokens to casters directly. It probably wouldn't have been strictly necessary, but I recalled a bunch of official missions giving out seemingly random equipment like that and I liked the idea. It also gives you an opportunity to kitbash a silly "wizard's assistant" model if you want :3

Submitted(+1)

I dig it, and understand the approach its just that finding relics seemed in line with the flavor as well - with the narrative idea of course that could go either way,.

Developer

That's true — if I'd had more space I might totally have considered adding a mechanic for finding the relics ingame, but with the one-page format I just couldn't fit it in. Perhaps I could go and add a second page with optional extra rules after the jam concludes? The initial concept for the mission also included a system for magical traps that Casters could spend spell tokens to try and disarm, as well as a risk that if the players collectively delved too deep into the Keep's lore they'd eventually awaken the Sorcerer's Shade — but both of these elements ultimately had to be removed to keep word count and complexity within acceptable levels.

Developer

I just realized I made a miscalculation and the Heal spell is probably a bit OP; gonna adjust it from D3 + 1 wounds to just 1 wound after the jam concludes.

Submitted(+1)

I genuinely love this idea man, good job! Wizard warbands searching for magic is my thing and the idea of a growing collection of spells was a good one.

Developer(+1)

Thank you, glad to hear that :D