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A jam submission

Apprentices and The PathsView project page

Serve the Seers, aid the Knights, travel The Paths.
Submitted by Quandourney — 12 hours, 3 minutes before the deadline
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Apprentices and The Paths's itch.io page

Results

CriteriaRankScore*Raw Score
Best Homebrew (Rules, Tables, Other)#44.6674.667
Overall#252.2672.267
Best Realm#291.4671.467
Best Site#291.4671.467
Best Seer#372.2672.267
Best Knight#392.2002.200
Best Tool#401.6001.600
Best Myth#422.2002.200

Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

Great idea, would be great as a one shot between Ages!

Submitted(+1)

What a fantastic idea this is. I always love a unique alternative to knights as players and this one fits so phenomenally well in the setting. The ability for each apprentice to have their own special knowledge just like the seers was a really good touch.

Submitted(+1)

Awesome for more player options and alternative ways to see the world shape and progress in a game!

Submitted(+1)

I love this! The Seers are all interesting, the design is super clean, and overall it's such a fun addition that I think a lot of players will love. I think I need a little more clarity about what was intended with Travel and the Paths -- is this an "always-on" option that's mostly flavor, or is it meant to hook in specifically when the Myth of the Paths has opened a path to the intended location? Otherwise, I'm loving everything here! 

Developer(+1)

Thank you for the feedback, much appreciated!

The intent is that the Apprentices can always travel The Paths as a flavor mechanic in place of riding steeds alongside the Knights. When The Paths open by way of their Omens, the links between distant Hexes become available for the Knights and the Apprentices to use.

Submitted(+1)

I had a feeling that was the case, but it was a question that keep coming up for me! I appreciate the clarification 💜 


And I'm still desperately wanting to play one of these awesome weirdos.

Submitted(+1)

Man, this is such a good idea. Becoming a seer overtime would be so much fun for a player, especially if they seek counsel of other seers in the process and witness how myths unfold instead of necessarily intervening in them. It definitely requires the player to play along as more of a side character, but for me personally, that's the exact kind of character enjoy playing. It enables players to really be the ominous person that the fellow Knights turn to for very specific solutions / advice (like a seer!) like the "drown" passion paired with the ability to breathe underwater. I like a secondary idea of rolling up a base game (or other homebrew seer) either at the start or end of your Sight to imagine what sort of seer you'd end up becoming. It would be super fun, especially when the seer you have rolled might be very different from the base Apprentice you are, so you get to think up how you change from one to the next, or potentially choose a fitting one (like the Reed Seer for the Fish Reek). The constantly shifting paths that your character brings to the party is also a brilliantly simple idea. It really makes your character mysterious and miraculously appearing like a Gandalf or Merlin character for sure, while making for a great randomized utility that shows your character knows their way around the realm, even when it resets.

Submitted(+1)

Love it!  I shall allow future players this option

Submitted(+1)

Amazing concept! It will certainly bring a different dynamic to the game! I'd love to see a follow-up with Seers as player options!

Submitted(+1)

wew this is unique adding up more adition to play with whether gm/players take control of it,  more rp with the world too, and the path is a nice to travel