Overview, basic game: Everyone draws 5. 1st player draws top card from deck as the random starting seed. Card types = obvious guidance. Pick a card from your hand + one trait from each category. Tell a paragraph or two fitting that. Vote on best storyteller at end, they end it.
You can also draw them for solo play or improv GMing as an inspiration oracle. The face colors make them easy to sort into separate piles if you wish. There's also a solo roleplaying add-on in testing, but we'll get that too! First, let's talk about the cards themselves a little.
There's 4 types: Actors, Events, Settings, Twists.
Actors have Behavior + Motives.
Events, Challenges + Outcomes.
Settings, Features + Moods.
Twists, Cause + Impact.
All really pretty self-explanatory. They are what they say they are.
Adds random elements + interesting choices.
The base game is "how do I play this hand into the story?" You have to follow what happened before as canon. You have to play the cards in your hand. 13 cards of each type. Over 2.5 million possible 5 card hands! [Do the math!] Plus 9 ways to play each [two 1/3 choices].
There are some basic gamification and oracle mods. Things like roll a d3 [1d6/2] to randomly pick the traits. Or a pool of points to give away to other players each round to crown the final Storyteller for the ending. But there's also a Game Hour expansion set being refined.
It adds a Director Card deck, 12 each of Cheats [like draw an extra card and discard an extra card on your play or retcon some canon], Montages [get to gloss over/soft reset], and Tricks [mess with other players' turns]. And 4 new cards of each the main 4 types.
As with the core game, the cards do most of the direct lifting for the rules. There's not a lot of extra rules text for Game Hour. The Director card hand [draw 3 each] adds its own layer of gamification and interaction, as far as it's working out in tests.
I did promise to talk a little about Solo Hour too. So that will come with two sets of 6 Splat Cards, a pulp set and fantasy set. Those are your characters. Couple skills and abilities. Health and Energy. Each is an archetype. Fairly straightforward.
There's a deck of 20 Action Cards. You each draw 3 each round. You can play one as your action that story round. Can spend 1 Energy for a freeform action instead of a card or to play a second card. Also a deck of prompt cards to set the main conflict before drawing story cards.
Core deck is a pure storytelling game. The game expansion leans more on cards for extra actions than extra rules, per se. The Solo Hour expansion adds the most new stuff but is itself still very card driven and intuitive. And that's my long little ramble about Story Hour! 🙏🥰
There's the Scope SRD and Scope Core system build up at the Thought Punks Open Library: bit.ly/OpenPunks
Dropping soon, first game temple: The Yearning!
Gonna talk about an aspect my playtesters have seized onto: The Shattered, one of the main Lineages. #TTRPG#IndieDev
There's an obvious parallel. But it's a radically different take. Things are distinctly NOT framed as "madness" and "prank" culture. And all that sprawls from that. And there's a clear reality to their experience, not a subjective claim and random GM roulette as to what's real.
Y'all know I'm not one for contrast marketing or trying to sell my stuff with criticism. But that's what is really drawing the players to it. Even people not playing them commented on it. By far the #1 point that I've gotten in feedback. The contrast is really bright to them.
I have just witnessed an incredible natural event never before witnessed by human eyes.
I saw how my kitty gets himself tucked in all the way under a blanket! It was always a mystery.
And lemme tell you, most adorable thing ever. Also very clever/smart for a kitty!
First he slip his paws under an edge, then gets his head under there. Then he happily churrs backing in & out to make a tunnel until he can fit in. Then he goes in + half turns around to pull the blanket on him. Then lays down all purring content.
I AM BLESSED TO SEE & KNOW THIS
Not quite using tools, but it is pretty problem solving/shelter building smart. But he *is* smart. He has about a dog-level vocabulary understanding too.
Common design element for me: no combat, just conflicts & action sequences. Not a lot of difference between a stare down & a gunfight. In many of my games, even the same down to taking stress/harm. It makes even outright fights flow so differently. #TTRPG#GameDesign#IndieDev
Openness of action [including combat] as just a zoomed in version of universal mechanics is key. Battles often end with intimidation rather than a killing blow. Even regularly outright interrupted by talking to enemies, distractions, & other "non-combat" actions. It's open play.
I believe a lot of it is more player framing than mechanical. The mechanics guide the framing but its' the framing that does the heavy lifting imo. Intimidating an enemy being as effective as punching them is a rule but it changes player framing. There's also another layer too.
behold, my amazing artistic talents.
draw a comic if you're not a squirrel, they said.
fine.
I bring you, "i am not a squirrel".
the most incredible webcomic you'll ever read.
speaking the most powerful truths.
As a fine artist of great refinement, I give you the advice of the important difference between drawing a squirrel and cat being to make the tail bushy for a squirrel.
YOU ARE WELCOME.
Follow me for this and other deep insights.
Behold, as a bonus I even give you episode 2 with an animal drawing guide.
So let's start with the big 7.
Drop the Warlocks first. 1) No wizard vampires here. 2) Depending on POV, blood magic available to all or all vampiric magic is blood magic here.
It was an easy choice that wasn't even a choice. They just never got an analogue as it built.
The closest 1-to-1 is The Shattered for the Seers/Kooks. One major contrast is they're not about insanity and there's no gamified mental illness. They just actually see layers of reality and threads of fate. Also illustrates the overall vamp vibe aimed for with weaknesses.
Me: I've been really out of the loop, what's going on in #DnD land?
*five minutes later*
Me: Nope.
We got Pinkertons being sent after people for unboxing videos, streaming fandoms going to war, and several instances of massive accounts sending harassment after relative nobodies.
And that was just my glimpse. Please for the love of all things holy tell me indie #TTRPG is OK.
Because I'm seriously afraid to look after the D&D peek.