i really like this token system! i also really enjoy these examples as a way of tone-setting for the vibe of the game
YESSSSSSS gotta have snacks. i can't wait to play physical rpg stuff with my friends again one day post 💉💉 so we can all cook and bake and bring food again
oh i love the solo play options! i might play a bit of this myself just to get used to the setting and mechanics
okay this rules. i LOVE the names for these seasons and the art to represent them is so pretty. if there was a way to get this as a print i would be so down
oh this is really fun as a way of character creation. we've done small things like this in previous games, just asking simple questions that all the players can contribute to, but i think this is especially cool in character building to build a cohesive group vibe. that rules
oh that is a gorgeous piece of art. i really love that
one really fun thing about reading through all these character classes is that i immediately have a potential character in my mind for each one as i read through it. now i really want the best for my possum with a dead firefly spirit who didn't exist 5 minutes ago
i love the choice of a samoyed for the art here but let's be real, if i play this class it has gotta be a shiba inu, right???
oh the worldbuilding idea behind the moth tender is SO COOL. the concept is that moths are the creatures that deliver mail in this world, and your job is to look after them as you see them. for some reason i automatically see this as an owl
ooh so the 'traits' you can choose are broken down into categories, with some like 'traumatized traits' being ones you can choose to include in your game or not depending on what tone you're going for. 'heroic' is listed as a traumatized trait, which is super super interesting
oh big quiet year energy here. this specifically is an element of the quiet year that, when i played it with my group, added a lot of dramatic tension and really affected the whole worldbuilding in a super fascinating and fun way. i'm excited to see how it could play out here
one thing i really love about this whole book is how evocative the language it uses is. because so much of it is based around setting a specific tone, you really need that evocative language to immerse yourself in the potential of what this game could be, and it really delivers
like, dnd for instance, *has* these little narrative parts to explore the potential of specific classes, but most things are described in a bit of a clinical nature, which makes sense because part of the draw is its customizability rather than communicating one specific tone
whereas this really leans heavily on specific influences like redwall, which is also known for its evocative language and well-established theming, so a guidebook like this really requires the kind of tone and language that can establish that for the readers. it really succeeds
i also really like the mix of established lore for you to build on while still being subject to a lot of creativity. having the names of folklore but not the specifics about what they are gives you a tonally consistent jumping off point that inspires collaborative creativity
so what's fun is, in the 'example dialogues' throughout the book (which are really helpful for me), the players realize a bog could be a metaphorical bog and not just a physical one. i like them showing that that's a thing you can do, because it could be fun for this setting too
WAIT i just realized one of the kickstarter rewards was a little cookbook zine based on this world. as someone who always enjoyed reading the food descriptions in redwall and desperately wants to try like, cloudberry trifle, pump pastoral animal cookbook content into my VEINS
i LOVE THAT LAST OPTION. immediately i was like. giant deer. giant megafauna deer. giant megafauna deer with glowing eyes
labyrinth setting... love this love this love this
okay so this is something really creative that i wouldn't have thought of- there's a system with each season that once every so often, there are special weather phenomena that make them a bit different. i like that. i guess they would appear more often the larger your party is?
i don't know of y'all know this but i LOVE festivals. in games and in real life. they're my favourite part of the sims. i love local ones. i love going to festivals all over the world when i'm travelling. i LOVE the festival system here. it's so good
note to self to include a festival of some sort in the story i'm writing. there was already a night market but we're doing a festival now too. i mean that was already sort of the plan but we're ramping it up. i don't know how yet but somehow
the best part about the really evocative nature of reading about these seasons is i read them and i'm like omg i wish it was summer right now. omg i wish it was fall right now. omg i wish it was winter right now. omg i wish it was spr
omg so rime is the name of one of the gods in our current dnd setting (made collaboratively by the party via the quiet year!) and i forgot it was an actual word that meant frost for a sec i was like what do they know. what do they KNOW
i love new years being a trans holiday. that rules
this is such a beautiful piece of art AND it's the bisexual colours. they're in love
goddd what a cool way to cap this off. all in all i really really love this system and i really want the chance to play it with friends. the world is established enough that there's a clear mood and feel to it but open enough that you can build off it and -
create unique, collaborative experiences that (i imagine) would probably hold up really well upon multiple different games. the art is beautiful, the character concepts are well thought out and creative, and even just the experience of reading through the guidebook is really fun
all in all, i really can't wait to play this when i do. it's so cool
now off to try to find the cookbook
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