Embarking on this with my group and very excited. Very strong and vibrant and evocative writing. I do wish I could copy-paste excerpts from the text but they come out jumbled. I would be interested in a plain text version.
Hey! NO idea what is happening with the PDF not being searchable — as far as I can tell the file I'm uploading works fine, but if I download a copy from itch I can't seem to search for it either. I'm traveling for the holidays at the moment, but I'll look into that (and probably do a plaintext option) once I'm home.
As for the Mercantile Array: that was an old setting element that ended up getting cut (and folded into the Gilded Cage) in revision. The old setting element list somehow managed to sneak through — oops!
This game pulls one of my favorite moves for building a picklist, which is making you pick things you ARE and ARE NOT from a single set of objects. There’s some really juicy ideas to put next to each other here! It also has some excellent “advancement/retirement” scenes for how each character’s story might end.
I also really liked the emphasis you put on how the environmental elements can present themselves differently for different maps/ships/seas/etc. I see it as, the same element can present itself in different ways and with different goals, rather than a setting element that permeates the world wearing various different forms.
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Embarking on this with my group and very excited. Very strong and vibrant and evocative writing. I do wish I could copy-paste excerpts from the text but they come out jumbled. I would be interested in a plain text version.
Additionally, I could not locate the setting element text for "The Mercantile Array".
Hey! NO idea what is happening with the PDF not being searchable — as far as I can tell the file I'm uploading works fine, but if I download a copy from itch I can't seem to search for it either. I'm traveling for the holidays at the moment, but I'll look into that (and probably do a plaintext option) once I'm home.
As for the Mercantile Array: that was an old setting element that ended up getting cut (and folded into the Gilded Cage) in revision. The old setting element list somehow managed to sneak through — oops!
Thanks Che!
This game pulls one of my favorite moves for building a picklist, which is making you pick things you ARE and ARE NOT from a single set of objects. There’s some really juicy ideas to put next to each other here! It also has some excellent “advancement/retirement” scenes for how each character’s story might end.
I also really liked the emphasis you put on how the environmental elements can present themselves differently for different maps/ships/seas/etc. I see it as, the same element can present itself in different ways and with different goals, rather than a setting element that permeates the world wearing various different forms.
I look forward to seeing how this game develops!