I made a game based on Chapters. It's such an easy system to work with and the components fit together so well.
bittybee123
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This is such a good bit of writing , the theme is so evocative and the way the rooms are laid out is really clever. On top of that , when I read the section on Take Down Methods I had to stop and giggle wildly because it was both so entertaining and so alarming at the same time . You have a real talent for hitting both of those tones at the same time , my goodness. The one thing that didn't quite seem to work were the terms "calm" and "clarity" . I couldn't find a definition of those terms anywhere or the mechanical effect that increasing them has. As far as I can tell, you can only interact with humans by rolling a die whose size is determined by your intel so it might be worth clarifying (haha) where calm and clarity fit in.
Other than that, it's such fun to read. I'm looking forward to seeing the formatted version :)
This is a really fun game jam and a really fun design concept but I'm finding it really hard going to translate thematic ideas to mechanics with numbers and probabilities based on only the SRD because there's a lot of terminology but so little detail or examples about what it would actually feel like from a player's point of view. It absolutely doesn't have to be a playable game within the document, that would be far too much, but some sample locations, powerful outsiders and written out gameplay examples would really help bridge the gap between you as the system maker and someone reading it who'd never encountered the system before, because as it stands when I write the SRD is the only way someone could engage with the system without spending money.
Taking power levels as an example, the SRD explains you should raise the size of dice when the player's power level increases and it implies (but doesn't clearly say) that this happens when power level increases to six and eight which implies that it should run from four to eight or one to eight. Earlier in the location section it says that nine of the optional locations should affect the power level. Should they directly increase it? That would mean it would increase to eight within roughly two trips through the lair , which feels intuitively too fast but I don't know for certain that wasn't how it was intended to work because nothing in the SRD gives me a basis for comparison. If progress toward a power level increase should be slower then how fast should it be? How should the size of the increase in the outsider's stats relate to the power level increase on offer? How powerful should the tricks or traps be in the two or three tricky locations be ? How does that relate to the optionality of those locations? Should they account for the fact that a player may not choose to include them? How should they make a player want to include? Should they do that? What does it mean to "aid" the player in transforming outsiders in the remaining locations when as far as I could tell the only way to do that is via the player power which gets more powerful through the power level , which is specifically what the first group of nine locations should do? And that's one element of the game
I realise that on the one hand , these are questions I as a potential designer should answer for myself in the context of my own game but to use an analogy when I make a meal for the first time I want to make it exactly according to the recipe so that I have an idea of what the recipe-maker's version tastes like before I start adding my favourite spices and changing cooking times and so on, and the SRD alone just doesn't allow me to do that. Neither hovering over the published games pages waiting for a community copy to come available nor spending money on a published game feels like an ideal solution and that's not to say you shouldn't charge for your games. They're works of art and they're 100% worth the price but I think that factor is something to be conscious of when you're writing the SRD especially if you're planning on running a jam based on it. I really really want to get my head around the system. It feels like it'd trigger really interesting, really evocative gameplay when I do that but I just can't get a clear enough sense of it to write anything playable from the SRD.
Thanks for your kind words :) I'll learn to proofread someday for sure but today is not that day. I'm glad you enjoyed the recipes as well. I think you could flesh it out a few ways- adding more to creating the player character and their grandma, adding , say, a dessert recipe version and adding more real-world recipes to the end . Lots to think about, thanks :)
Ah, thank you for your kind words and thank you so much for the useful and thoughtful feedback. I have meant to update the beginning font for a while for sure, so hopefully this can be the motivation. I was more focused on trying to build out a journalling game based on clock solitaire than adding detail to the spark tables, and at the same time I'm super glad that you found the same tension I did when I played clock solitaire and interested to see if there's more I can add to character creation as well
Ah, what an interesting little game. There are definitely some rough spots and I agree with @AxalKay that the probabilities aren't quite right but there's a lot of potential as well. I think you capture the tone of a anime subplot or JRPG cooking side quest well and the presentation is lovely , so with an adjustment or two to the odds to make success a bit more possible you'd have a fun mini game that would fit very naturally into a fantasy campaign.
I liked this game a lot :) The chapters being set out like the sections of a narrative was particularly nice. When I'm playing solo games , I often struggle to figure when things are building towards a natural ending or conclusion to the story so I thought having that built into the game was cool. It did look to me as if you had a bit of the text of your chat with the AI left in the English version of chapter 5, that might be something you wanna check.


































