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Shouting Crow

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A member registered Nov 30, 2020 · View creator page →

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Hey! I know some of you would rather work digitally than with physical media. I made a minizine template for Affinity a while back when I made a dungeon generator. I hope it makes this jam even more accessible.

(It's free to download and there's also an example of a one-page zine)

https://shoutingcrow.itch.io/6-sided-towers

Absolutely impeccable design work from Nick, as usual. Works well as a road trip game, or for worldbuilding prior to a space-faring campaign.

I hate to be that guy but u/captchasarerobots is not the author.

For a solo game, this one is (strangely) a crowd-pleaser. My dad, my niece, and myself have really enjoyed playing. Stellar work from Mr. Hall, as always.

Katt makes beautiful, interesting things and I am so glad this is finally finished. I'm running Tyrian Vale in B/X as a delightful twist on Arthurian legend and this module has just enough information to give me a solid framework to build on. My players are LOVING IT.

Clean layout, clever concept, absolutely fantastic bit of work here.

A GM tool for the AGES, this is wonderful stuff.

This aptly named "violence facilitator" is everything it promised to be. I can actually use this! It makes sense! It's very good.

As always, charming work! So glad to see this finally published.

Credit where credit is due: that was actually my co-creator, Chris Bahnweg! He wrote the rules of the game, I just wrote the characters, the conflict, and did the art and layouts. He also happened to see your message before I did.

If you need anything else, just let us know!

God damnit this itch page is gorgeous. God damnit this game is gorgeous. God damnit all Charlotte's stuff is gorgeous.

HOLY GUACAMOLE how did I miss this incredibly important post-apocalyptic Canadian media?! Uh, yeah, it's a lot like Hiero's Journey. I had never even heard of it, but the similarities are super obvious. Thank you! I have some reading to do.

HYPERMALL: UNLIMITED VIOLENCE is type 3 fun. Bad things will happen to your character. You will not be able to explain any of it to your mother without making her question your life choices. Spending debt is weird and sad and genuinely makes me want to hit things until they die (positive), and if that sentence doesn't make any sense to you, please play the game I promise you just need context.

this is BRILLIANT stuff, man. Super easy to use, looks pretty slick, perfect tool.

Never done this pixel stuff before, so I'm absolutely a fish out of water. What file formats are acceptable for submissions? I uploaded as a .png but I confess I have no idea if that was right or wrong.

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Whoops, things that were in my draft but did not make it into the final version. It was my original intention for doors have a target number of 2-- you need to roll a 3 or higher to break them down with one action. There was a whole page on doors, actually, and I ended up spreading door-specific information throughout the booklet.
I will take a moment to say if memory serves there is at least one other instance of an unspecified target number in this game. This is sort of intentional: I want to encourage players to feel comfortable questioning the oracle wherever the rules are not explicit. The Yes/No oracle works very well for this, actually! You can probably assume the target number is never 1, because a stressful action requires a roll and there's no point in rolling if the target is one. But you could ask "Is MISC ITEM's target number 2?" roll 1d6, and come up with "No, but..." which is generally positive. The lazy man in me wants to interpret that as "No, but you're very close-- the target number is 3".
Sorry for the word dump, but this was a useful place to leave information for the next person who visits this page.

You flatter me, but I’m here for it.

MORE. GIVE US MORE.
Somehow thorough and succinct at the same time. It's also cute as hell. Nice work.

The spark table is in the optional section, you don't have to use it.

You also don't have to...

.... add details to the map, like dividing the map  in regions, each with its own random encounter table.
.... add factions in the whole map or divided in the regions.
... add one or more dungeons!
... add a bestiary!

Hairic has added these details as suggestions to help people flesh out their "36-tile hex map with at least 6 points of interest". You can make the project as simple or as complex as you like (and have time for).

As long as the tiles you're using are appropriately licensed, it's totally okay to use Hex Kit for the map visuals. Not everybody wants to draw and that is okay. <3

What a soft, wonderful exploration of how characters shape their worlds, and relationships shape characters. I love this deconstructed style of play.

Can't believe this is only 24 words! Took me a hot minute to figure it out but once I did it's mechanically sound and definitely on theme. Nice work!

Save some talent for the rest of us, man. This absolutely blew me out of the park. This is so pure.
I love it. I'm gonna go live my best Meathead life, now.

Beautiful to flip through, charmingly handmade, and genuinely fun to play. Well done!

Honestly one of my favourite heartbreakers of all time. Don't play this game unless you want to FEEL THINGS. Do play if you want to do something beautiful with your day.

That's a great idea! After the jam is over, I'll upload a single-page screen-viewable version.

This is a delightfully uncomplicated way to track time, with a little good advice about going into "extended hours" of play. Unfortunately, the fact that the PDF is not print-friendly sort of reduces its practical use-- it seems a silly waste of printer ink, and it's not set up to be convenient for digital use. I'd realistically have to remake it entirely if I actually want to use it.

It would take days or weeks to sift through everything the GiftofGabes has collected, here. I suspect each person rifling through the contents is going to squeeze their own value out of it-- personally I'm just in awe of the time it must have took one person to organize such a thing.

I love that you have taken Appendix A-- which I fondly remember mucking around with quite a bit in my youth-- and made it your own. What a lovely, clean job you've done with this. I think I'll go on an adventure.

I love how delightfully useful this is while also being the simplest sort of tool. It's a simple visualization of a math formula. Plug in the variables, rock and roll. Being the sort of person who lacks the brain space for math I'm obviously a huge fan.

Delighted when I saw the name Benji T on the list of submissions again. What a succinct little tool-- it fills the gaps in a number of games I have read recently. Nice work, I can see myself using this.

Oh heck yes, this has big minigame energy and I'm very pleased to see how easy it is to slot this into almost any system. Immediately printed and slotted into my Big GM binder.

This tool is useful for more traditional dungeon-type games, but it is presented as being significantly more system neutral than I think it really is. 

That being said, this is an interesting approach to solo gaming that divides play into two phases: game master mode and player mode. I feel like the most useful part of this document is the "power of expectations" section which is genuinely a great bit of advice and applicable to most solo games.

This is a LOVELY collaborative worldbuilding tool which gives players damn good reasons to be invested in the game they are about to play. I am immediately excited by the idea of giving my players a bit of agency and a chance to tie their characters directly into the world, aaaaaaand it reduces creative load on the GM. Gorgeous stuff.

Oh, this boils "this place is creepy" right down to the core elements pretty dang well, huh? Love how approachable you've made this. Definitely adding it to my pile of DM tools within reach.

AHAHAHAH YES. Solo tools that I can see myself actually using in my solo games.
I love the way these questions are framed so that they don't require too much brain power but they absolutely light me up and inspire me. Well done.

As usual, the Gift of Gabes has given us so much to work with, here. I don't even know where to start-- this is functionally a way to run games with a minimum of tools, explained in great detail. Very thorough stuff.

I think it is very important to set expectations at the onset of a game, and OSR-style titles come with their own unique challenges. What a lovely little tool to remind players what they're in for.
It's a safety tool, functionally. I love safety tools.

Jesus that's a lot of content for a 30-page zine, and what a gorgeous layout. 10/10, if I ever see this in print I'm snatching it up.

YES, YES, YES. Free tools that make game design more accessible to more people who might not have InDesign or Affinity Publisher. I love this! I know dozens of new designers who could really make use of these templates.