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(1 edit) (+1)

Thanks for taking the time to submit! I think it's a good addition to the bundle, and I like the tone and expansive gm tools, but there are some issues. 

First, the most significant one is that the terminology for fatigue points is highly inconsistent and effectively contradictory. Gaining a fatigue point should not be the same thing as expending one (especially since regaining one appears opposite to both), unless I am completely lost on how the fatigue system is supposed to work that seems to be the case. There are many other terms that are used in regards to fatigue at various points such as used, and I would suggest you clean up the language a bit and get rid of some of them. 

The rest don't really matter by comparison but they are worth noting.

In general some of the language in the rules is misleading. "Every 1 minuteunconscious, they expend 1 FatiguePoint to keep going. If they don'thave any more left, they die." Can be read as as soon as the have no more left rather than if they have no more left when it comes time for them to expend another.  I believe the latter is meant based on first aid. The ward spell says to ignore the number rolled for certain numbers, but reduce damage by the roll of a 1d6, which is contradictory. I did not go over all the rules in details so there are likely more things like this.

I'm not sure having 2/3 of all checks made without cost or a relevant skill fail, and only around 1/2 of checks with those factors succeed (if my math is right) is really feasible in an investigative game.

Finally the identity of the game seems a bit inconsistent, combat is supposed to be rare yet I don't see any mention of how damage or involuntary fatigue cost otherwise occurs and there is an extensive list of monsters, magic is supposed to be wild dangerous and unpredictable, yet the spells have set costs, mostly information or slight influence focused outcomes, and the major risks are largely only present if you choose to over fatigue yourself, all of which come down to forgetting something without much overt variety. Also, I can't point to anything specific, but despite the smart phones it really doesn't feel like a game with a modern setting.

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Hey, thank you for taking the time to read the game and write this comment. I am aware on some of these issues, as I made this game relatively quickly for a game jam and didn't have time to edit much, which I'm currently doing to update the game.


For the Ward spell, you get to ignore the damage that was rolled on a 1d6, but get to ignore full damage on if that roll was a 6. That can probably be worded better.


It is true that normally only 1/3 Action Rolls are statistically a success, and that might be too low, but Action Rolls are really only meant for physical or social actions only, not really the investigation ones such as searching for clues or putting pieces together. Even with that, I'll probably have to do more playtesting to see how good the system holds up, I've only really been able to play it once.


With the identity bit, idk i might be biased because i made the thing lol, but I'll try to answer your points.

Combat is supposed to be rare, yes and you really shouldn't take damage from other sources (outside of the few spells that ask it as a sacrifice). Like if an investigation went smoothly without problems Occultists could end up without having lost Health Points.

There is a lot of monsters maybe, but they're not there just to fight (even if i gave them HP in the Appendix), but to enrich the world and give inspiration to create stories and mysteries revolving around them.

Magic is wild and dangerous, i claim that multiple times, and as you say it has set costs, which is kind of contradictory. That is absolutely true and I'm just seeing it now so welp. Even then i think it's still wild, since it's unpredictable what consequences may happen to a fatigued body, and also dangerous since it can kill you and is generally not the safe option, just the fastest or the last/only resort.

Maybe the consequence aren't too unique I'm not sure, I wanted magic to break you from the inside and basically change how you acted your role, like forgetting a core memory or a character and how that would affect the relationships and characters.


About the modern aspect, well it is set in modern barcelona so that's one, the gear also reflects this since it has some pretty modern stuff, but maybe it wasn't too clear that, as it's set in the present, players can think up modern solutions such as utilizing social media for investigations or keeping track of each other with a phone's location.

It is true though that if you remove these items and some of the God's and points of interest it could be set in the 80s maybe.


Well that's all I think, thank you very much and as said I'll update the game with a re-edition. I hope the game fits the bundle and you enjoyed reading it :)

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I did! I think it's pretty good!

The only thing that's areal pressing concern is the terminology around "spending" fatigue, it makes it really rad to understand the rules on first read through, but I did figure it out in the end (I think) so even that's not game breaking.