I love random seeds, but I love them even more if they're tactile and feel a bit like a puzzle, each part influencing its neighbors, shaping a cohesive narrative...
Here's a very useful initial map of a town I created for use in a campaign. Note that in the process of map creation you also create elements of locational history and culture, very useful for world building!
I really love this setting builder for its elegant simplicity and nice physicality. In a couple rolls of 6d6 across a paper towel and an hour I made a little map of a peninsula and an island I can explore further with other games that need some kind of location seed. The prompts are excellent because they all contain a simple question that leads to future storytelling, both within the session and in other games.
Well worth the price.
(I am weirdly tempted to use this to replan my Animal Crossing island too.)
Like all of your work that I've seen, this looks fully-realized and elegant. From what I can see.
For some reason your description of the game makes me almost-but-not-quite want to purchase it. I'm not sure what's lacking in the sales pitch, I suspect the game's quite good. Maybe in a while I'll come around to clicking buy. It's not very expensive, after all.
If you can figure out what it is that is lacking, feel free to tell me. I wish I could share more of the actual games rules-text, but as it is only a one-page game, there isn't much I can share without essentially giving away the whole game - and then people wouldn't purchase it anyway.
Is there way you can give a sense of what the game contains, without just screenshotting the whole thing? For one of my games I actually have bullet points: "The game contains Rules (28 pages) and Setting (28 pages):" This might be an idea to give people a better sense of what we'd be getting.
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You won't give me a beautiful jar upon purchase? D:
Rip v_v
Alas, shipping costs an arm and a leg these days. You'll have to source your own beautiful jar. (v_v)
I love random seeds, but I love them even more if they're tactile and feel a bit like a puzzle, each part influencing its neighbors, shaping a cohesive narrative...
Here's a very useful initial map of a town I created for use in a campaign. Note that in the process of map creation you also create elements of locational history and culture, very useful for world building!
I really love this setting builder for its elegant simplicity and nice physicality. In a couple rolls of 6d6 across a paper towel and an hour I made a little map of a peninsula and an island I can explore further with other games that need some kind of location seed. The prompts are excellent because they all contain a simple question that leads to future storytelling, both within the session and in other games.
Well worth the price.
(I am weirdly tempted to use this to replan my Animal Crossing island too.)
Created a second map while I created my cozy town in Cozy Town. Helped me a lot there! Now for a very cozy solo campaign.
Like all of your work that I've seen, this looks fully-realized and elegant. From what I can see.
For some reason your description of the game makes me almost-but-not-quite want to purchase it. I'm not sure what's lacking in the sales pitch, I suspect the game's quite good. Maybe in a while I'll come around to clicking buy. It's not very expensive, after all.
Thank you
If you can figure out what it is that is lacking, feel free to tell me. I wish I could share more of the actual games rules-text, but as it is only a one-page game, there isn't much I can share without essentially giving away the whole game - and then people wouldn't purchase it anyway.
Ymmv on that one.
Is there way you can give a sense of what the game contains, without just screenshotting the whole thing? For one of my games I actually have bullet points: "The game contains Rules (28 pages) and Setting (28 pages):" This might be an idea to give people a better sense of what we'd be getting.
Ok. I bought this. It is totally worth the price.