There should be POD copies available on RPG-Trader soon. I just want to quality check them first.
Liz
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It was written to be played with a GM in a small group, but I know that people have played it solo. If you don't read ahead and take the dungeon as it comes, it's workable but I suspect it would be very difficult for a single character to progress that far. Brad at Split/Party wrote up a piece about it from a solo perspective if that helps: https://splitparty.substack.com/p/cheating-death
If you're taking it in turns and using the grid map, then you should use the movement rules. This is typically going to be most of the rooms that are not safe locations. However, if for some reason you are exploring a large space with no risk of danger and no other time pressures, then I would be inclined to narrate exploration more like a safe location and not worry about it.
Within the fiction of the rules, Samantha would just assume that you follow them exactly as written and treat it as a combat-centric tactical dungeon crawl. Whereas Charlotte would prefer that you discuss things like this, using the precedent of examples like the safe locations, and switch to threatre of the mind when it's more appropriate and makes gameplay smoother. In the same way, despite the lack of explicit rules/skills for doing so, Charlotte would be disappointed if you never attempted to resolve any situations non-violently, and would not have included the hierarchy of needs and linguistic/cultural alignment for every monster if she had wanted them all thoughtlessly murdered.
Thanks for the message!
1. I'm in the editing phase at the moment, so hopefully we'll catch anything like that, but yes, that should be an until end of the round not turn ability. Anything that's reactionary should be a bit more clearly stated. Thanks for spotting it though, I know there's a few little things like that here and there.
2. That's an interesting question and it sort of came up recently between myself and my editor when we were discussing how Charlotte would run the game as opposed to how Samantha would, because I think they would approach it very differently. I think the answer there is really 'either'. You can play it as a linear dungeon crawl as written, or use the provided rooms and bosses as something of a starting point to expand the labyrinth into something bigger or different. For example, the route down is left intentionally unexplored.
Thanks, I really enjoyed creating all of those bits and trying to tie them into the themes.
There will be ~3 more classes, ~4 more dungeon floors, some additional essays and components of metanarrative and perhaps a couple of other additions depending on how they work out. I'd estimate probably about 50 more pages in total, mostly towards the current 'end' but with some inserted into earlier parts.
My opinion is that the current version gives a pretty 'complete' experience in itself, but the final version will have more.
Thanks! Honestly, it's a thing of many pieces (which is probably an obvious statement). I think I described it in a devblog as something like the stitched together and reanimated corpses of every dead and discarded idea I ever had. The core structural framework was something that came to me just over a year ago, though, while I was standing behind my table at a local con during a quiet moment pondering about the paradox of largely unplayed but still beloved indie games.
Thanks! I just stubbornly made the thing that I wanted to make without any concern for what conventions would dictate, except in those moments where I felt compelled to criticise those conventions. I'm already a bit shocked by the incredibly kind comments it has received from yourself and others. I don't think I ever really expected to be able to get people to understand it or even look at it. I still have no real idea of how to really explain what it actually is to people.
Thanks. I'm a bit overwhelmed by the sudden surge of positive feedback. I'm the kind of person who mostly stays out of online discourse and I shut myself away while I'm writing, so there were a lot of times while creating this where I wondered whether the quality of my prose was sufficient to tell the story I wanted to tell, or whether anyone would even invest the time to understand it.
I wasn't sure if it was too on the nose, but I was too happy cackling to myself when Samantha is going all 'I usually put my inspirations here, but I don't actually know what inspired this' as the text layout directly references House of Leaves in a way that's hopefully unmistakable to anyone who's read it.
Thanks! I was kind of hoping that eventually someone might look into the fonts.
Samantha voice - Courier New, regular - This was a nod to House of Leaves, where Courier, meaning messenger, is Johnny Traunt's font.
Charlotte voice - BookmanJFPro, roman - 'Bookman' is an archaic term for someone with a love of books and reading.
Eve Conran voice - New Spirit, medium - This was a bit of a pun as she occasionally haunts the text. It's also difficult to distinguish from Bookman at first glance.
KC, the editor - Apparat, regular - This is a bit more tenuous, as the word evokes the machinery of the state, but they effectively play the role of the faceless common consensus prodding Samantha towards convention.
Elizabeth (hey, that's me!) - BookmanJFPro, roman - Reused font? Probably just a coincidence. Maybe the author got lazy.
Main rules text - Komet, regular - I just like it as a fairly classical looking sans-serif.
Main subheading text - OptimusPrincepsSemiBold, regular - It's the closest thing you can readily get to the Dark Souls 'You Died' font, so that doesn't really need further explanation.
Section heading text - GothicI, regular - It's just a fairly readable gothic font that's unusually frail in way which made it appealing.
Class fonts: (I won't comment on these as they were mostly just chosen for aesthetic reasons)
Muzeiiyd Mercenary - Rotunda Veneta, regular
Zirbari Headhunter - Bradley DJR, regular
Corpse Engineer - Chiller, regular
Blight Channeler - SchwarzKopf, new
Bermail Knight - BC Rebecca, grim
There are other fonts in this place, but those are all of the main ones.
Thanks. Yeah, my brief brushes with crowdfunding in general have been a very mixed bag and this is such a niche thing, but we'll see. I really hate marketing and the unfortunate necessity of it when it comes to putting art in front of people.
I'm also curious, if you don't mind me asking, what it was about page 147 that made it click for you? I consider it to be an important page, personally, but it's also relatively mundane compared to some of the other parts to the point that I thought people might gloss over it.



