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The 1.1 version is much easier to read now; I appreciate the better contrast!  I like the example encounters you made; it really helps clarify the mechanics.  Just to be clear, the degrading mental faculties are the 8 in the table, correct?  It would help if the pages were numbered so you could say exactly what page they're on.

That's correct. There is a small mistake in the current v1.1 that someone else has raised to me about the faculties (there are only 7 on the micro-character sheet)

I will include page numbers when I next do an update as it's a simple thing to add :) I had wanted to do an update for valentines day but alas, I was too busy with other things

I came back and saw there's a 1.3 version and a new character sheet, yahoo!  I think the new character sheet is much better; I liked the idea of the icons in the previous version, but was hard to link those specific icons with the matching mental faculty.

In the original PDF, the dark pink bg with light pink text is very hard to read; there's not enough contrast.  The accessible PDF is much appreciated for that reason.  

Aside from that, a page saying how many players are needed & what items are needed to play the game, along with setup, would really help clarify things.  I'm also a bit confused about the game mechanics and the possible setting(s).  What are "active mental states"?  Why would I roll for something like heart rate?

The bones of a great game are here, but it doesn't feel fully fleshed out yet.  I look forward to seeing more of this!

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Thanks for the feedback!  I had considered the the contrast before but I think it's one of those things where you need to look at it with fresh eyes. 

I plan to take some time to produce an updated version that goes into a little more detail on example play/mechanics/etc 

Update: Hopefully you'll find the new release helps. 

I'll also clarify here that the mental states are not items to roll up on, they're more like a resource like health or mana, except they don't replenish