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Jan Caltrop

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A member registered Jun 10, 2020

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Got this from the Free RPG Weekend bundle; and this was a FUN read. Like, I don't have experience with the type of games which form the primary source material / inspiration, but everything here had a consistent theme, even stuff you wouldn't necessarily expect to fit with that, like "pronouns" and "things you do or don't want to see in the game". The whole "combos" idea is REALLY COOL, especially how it's a CHOICE to activate that.

Question about the 'sibling combo' Talent: does it require BOTH parties to have that Talent?

For 'Park', I think the second-last option should be on results of 15-19 instead of 15-20, because the last option is CRIT, which is what happens with double 8s or 9s or 10s, and the only way to get a result of 20, with 2d10, is two 10s. 

Typo on page 44, "countermesaures" should be "countermeasures".

Typo on page 54, "overhwelming" instead of "overwhelming".

Typo on page 56, something is missing from the first line, probably an "is".

Eyyyy a skellington game! One that looks cool, too. I'm disappointed in the universe that it took THIS long for my path to cross with this game, but at least it did eventually. If I ever manage to have a Halloween game, I'll have to keep this in mind for that. 

I must say though, that these files desperately need another beta pass. Aside from regularly using "it's" where it should be "its" (hint: possessive pronouns don't take apostrophes, think of "his" for example and how it's not "hi's") and assorted other typos, there's some instances of tables lacking the proper data, there's a page that just ends off without the rest of it, and a number of bits where it looks like a template for the text was copy-pasted without being properly filled in.

This is INTERESTING. Like, I've always had a fondness for "lists of different dark entities, their fields of interest, and the signs of dealings with them", so the section of five dark gods was (obviously) my favourite bit, and the thing I'd like more of; but the rest of the worldbuilding and mechanics are interesting too. (I don't think I'd want to PLAY it, because "increasing tension  as cards get drawn" doesn't sound like MY idea of a fun time, but I'm aware that that's a "me" issue, and it fits with the intended vibe for the game, so it'd be like complaining that chili has peppers in it.) The thing with the tavern, and the different plot threads ready to erupt, is an EXCELLENT way of putting things, and should be used for more games. 

Only real (minor) complaint I have is the use of "things happen as you'd expect them to", because people have different expectations without realizing that it's anything other than "normal". Even within the genre, even within the subgenre. Now there's only two possible solutions to that, and one of them (spelling out what counts as "expected", with a full-ass lore bible and also in-depth rules) wouldn't fit with what you'd intend, so that leaves "explicitly saying that it might be a problem and giving potential ideas of how to deal with it". Heck, even just saying "people in the group may have different ideas of what you 'expect' with something, and you should discuss as a group how to resolve that if it happens" would work, like signposting "there's a hole in the road" instead of just letting people fall into it.

I don't know if I'm just missing something, but is there a way to do short jumps? Because one of the level keys -- I had to look up where it was, because I was completely unable to find it on  my own -- is somewhere that's too high to get by just walking, but too low to get by normal jumping; especially when I'd unlocked purrks, which I'd been worried about since it was an issue in the original game. However, unlike in the original game, I haven't been able to get to half-elevations like this by doing essentially a controlled fall; so I'm worried that I'm forever locked out of what had been my favourite level in the original game, unless I uninstall then reinstall the game, since there doesn't seem to be any option to remove purrks.

At first I was annoyed by the timer in infinite mode, but then I played for a while and realized it's necessary; I could lose SO much time playing this game, it's deeply relaxing / meditative / hypnotic. 

After playing it for ten minutes, I had to delete it from my computer. NOT because I didn't like it, but because I liked it too much. I have OTHER things that I want to do dammit, I can't afford to spend all day just playing this. So, you did a good job with the game design. (Sorry I'm bad at compliments.)