You know what pairs well with this? After Death Guide! Why? because it has a more robust soul generation system, however it's weakness is a lack of definition for how you encounter a soul. However, that is where this game comes in! I will be using both for such reason, thank you for this!
Karl_Knopf
Recent community posts
I just wanted to tell you, I've just returned to this game after a while, and I had an idea for jokers that make them more than just prompts to stop playing! My idea is that jokers serve as freeform prompts of an exceptional nature! Since they are so rare, especially if you reshuffle the deck after each game day like I do, they represent an interruption to the usual day to day in the library where something out of the ordinary, even by the library's standards happens! Also the intention is to keep it vague so this could cover a whole range of scenarios, but the one thing joker events must have in common is being suitably epic, while staying within a slice of life tone of course! Finally, of course, like many of your game's rules, this way of playing is to be completely optional.
I know this is a weird question, but do you know why the same random seed produced by the game itself produce a different world when it's pasted into the seed menu? I mean, the exact same number should produce the same world, and it dose kind of, but the initial game world the seed produces when found randomly is always different from the same number pasted into the seed menu. For example, the seed 1757285705155 makes a chunk that looks like this when you press down.
However when pasted it looks like this.
I know this is a nit pick, and this is still interesting, I'm just curious.
I did the math, If you use a 78 card Tarot Deck and assign each card (except for the calling card of course) 4 keywords, that deck has over 47,000 unique combinations! That just blows my mind, you can probably play with the same deck for the rest of your life and rarely get a repeat result, and even if you do, there's probably countless different ways to interpret any given one!
This could be useful as a solo RPG oracle, I'm always on the lookout for innovative ones, and boy is this innovative! Though of course to stay with the intent of starscrawling, it would be a non-violent RPG, which are the kind I prefer anyway. Not to say I don't understand the message is to discourage IRL violence, I'm just saying.
Thank you! That's what I was thinking, but needed to "hear" it from someone else! This also gives me the okay for my other idea, which was having two characters that function as one! What that looks like is at first, they will have the ability "Teamwork" that lets me roll with advantage whenever the two work together to accomplish something only two people (with the proper equipment) can accomplish! From there, abilities can be gained that only makes sense for one of the two, however both story and mechanics-wise only that one character can do it. In practice this would look like if the plot splits the two up, then they get the condition "Separated" and until that is resolved, one can only do what they know how to do well, and of course the Teamwork ability would become unusable. It is important to note since the two characters are functionally one, they share an archetype, and a common milestone pool.
I'm now attempting to play a D&D character of mine with this system, I have to ask, would a steed you can telepathically communicate with that is also a dog, be considered one ability or two, given that it would be a mix between the vehicle and familiar abilities? I'm not as concerned with rebuilding him one ability at a time, as I am with this grey area of what constitutes one ability.
I don't know why, but when I first saw this something made me hesitate to try it, but I'm glad I checked it out because it's very good! It checks all my boxes, like no level cap, so my character can keep on improving for as long as I want, and the flexability to be whatever character I can imagine, if 20 different character archtypes aren't enough for you it seems easy enough to make your own! Specifically I had the idea to play essentually No Man's Sky with this system! I know I can just play No Man's Sky, but I prefer tabletop!
I encountered another thing I believe is a rule ambiguity. When selling foraged raw material, do you get the entire value of the material in gp, or do you only receive half of it just like selling objects of that material, because in my mind it could go either way. For now I've erred on the side of gaining half it's value, but I'm still curious.
Thank you! I thought as much, and have been playing that way for the crops, and I should have thought as much for the materials. I also love how hackable it is and tend to gravitate to games of that nature, like for instance, I thought of stairs as a "furniture" type, perhaps a minor object, but basically they have the mechanical purpose of allowing you to build rooms on top of each other! I'm uncertain if that is something you can already do in the vanilla game and stairs are then implied, but I liked the idea of this and it gives you one more thing to make with building materials!
I love this! However I have a question, I chose to make my starting plot into a farm, and looking at the rules it doesn't seem to say how many crops can be grown at once per farm. Is it only one crop, as in one turnip, not several, because if so, that seems like a rather small farm, I also doubt you meant as many crops as I can afford, given that you have rules for how many items a room can hold for example. Then again 30gp and then 150gp sounds like a lot for one turnip, so I'm now guessing buying and planting several instances of one type of crop is implied, that would make sense. Also, how many trivial objects can be made with enough material for a minor object? Other than this I adore this game and what you can do with it! My questions are just me trying to play by the rules, though to be fair, I am solo playing this.
I just got around to trying your RPG framework again here and I have a concern of sorts. It's the pacing, basically due to rank influencing intensity of a scene, it seems that the random nature of the deck dose a disservice to the story the player would hope to tell. What I mean is that it is possible through sheer luck, but still possible for the story to begin with great intensity, and end in a whimper so to speak. I hope I'm wrong because this would obviously be a major flaw for this game, and the randomness is essential otherwise it wouldn't be a game as much as a writing exercise! What do you say? Am I hopefully, just missing something? I otherwise love what this game framework is trying to do, I just can't shake this misgiving!
I've gotta say, I've looked into a lot of ways to gamify self improvement, and this seems to be the HOLY GRAIL of the search! I've never considered gamifying ANY TTRPG, but I really can see being able to use this to do such! I also like that you can do this solo simply because the challenge for me wouldn't be finding a group, but a group willing to play this way.
Oh! I just remembered something I wanted to ask you! What dose an ultimate orb do exactly? It is an exploration result but it is never explained. However no pressure in answering right away, I think I know what it dose based on the video game series this TTRPG is clearly inspired by, but I thought I'd ask!
Yes, simply crediting me by my username is enough.
Hearts = Love
Diamonds = Abundance
Spades = Renewal
Clubs = Growth
A = Something Written
2 = Something that restores
3 = Something beautiful
4 = Something fun
5 = Paraphernalia
6 = A niknak
7 = A good luck charm
8 = Something made
9 = Something natural
10 = Something old
J = Something new
Q = A necessity no longer needed
K = A formerly prized possession
Here you go, enjoy! And no pressure in weather or not you use them, or even change anything, I don't mind. It didn't take me long to make this and I just wanted to share.Hello! I really like this game, however I couldn't help but essentially make a small expansion that incorporates a deck of 52 playing cards! I know that you said you were interested in eventual expansion of this game, so if this intrigues you feel free to ask for the list of suit/rank values I thought of! Basically to accommodate all 4 suites I added an aspect called growth that can very well mean literal growth, but is also intended to be interpreted as personal growth of character, maybe meaning you granted the wish in the way it was needed as opposed to wanted. The 13 ranks are each tied to 13 possible broad categories of object given as an offering. It's not that giving each value a specific item is bad per say, it's just that with broad categories their is more potential for reinterpretation upon getting an identical result then if it is tied to something specific. Anyway, like I said, if you are interested, I'll simply post the lists so you can incorporate them into your game!

