#33in28 Week 3 Reviews

Hi all! This is the week three set of my #33in28 reviews! The final post will go up on Sunday of next week. This week I’m covering a lot of self-care and meta type games like Ego and soulQUEST, but don’t worry, there’s still time to get Lost in the Deep. Enjoy!

Hi all! This is the week three set of my #33in28 reviews! The final post will go up on Sunday of next week. This week I’m covering a lot of self-care and meta type games like Ego and soulQUEST, but don’t worry, there’s still time to get Lost in the Deep. Enjoy!


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#33in28 Week 2 Reviews

This is the second week’s installment of #33in28, my birthday celebration reviewing 33 solo games in 28 days! Today I’m featuring Bear, Morning Phase, Operation Cat Chat, and more! Check out these awesome games through my reviews and make sure to click through on their itchio links to find out more and buy your favorites! I want to point out with this post that every single one of these games could be priced far more and still be more than worth it, so *please consider tipping if you buy!*

Hi all! This is the second week’s installment of #33in28, my birthday celebration reviewing 33 solo games in 28 days! Today I’m featuring Bear, Morning Phase, Operation Cat Chat, and more! Check out these awesome games through my reviews and make sure to click through on their itchio links to find out more and buy your favorites! I want to point out with this post that every single one of these games could be priced far more and still be more than worth it, so *please consider tipping if you buy!*

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#33in28 – Thousand Year Old Vampire

Thousand Year Old Vampire is a multi-award winning game by Tim Hutchings currently available on itchio and in print at DriveThruRPG. It uses journaling and dice mechanics to guide the player through a solo roleplaying game about the subject – a Thousand Year Old Vampire (TYOV). The game has been widely popular, but I have a lot of thoughts to share!

Thousand Year Old Vampire

By Tim Hutchings

The General Idea

Genre Tags: solo, lonely, dice, journaling, roleplaying game
Replayable? Yes!
Actual Play Available? Examples included
Length: Short or Long, Journaling (At your own pace)

Thousand Year Old Vampire is a multi-award winning game by Tim Hutchings currently available on itchio and in print at DriveThruRPG. It uses journaling and dice mechanics to guide the player through a solo roleplaying game about the subject – a Thousand Year Old Vampire (TYOV). The game has been widely popular, but I have a lot of thoughts to share! 

As someone who initially interviewed Tim about the game, I’ve been fascinated with it from the start. I love games about characters who have superpowers like immortality or who are living over centuries, and media like that in general. This game explores that full tilt, including some really challenging topics.

The text includes warnings that you will encounter:

“themes of death, selfishness, and predation. Your character may be injured, victimized, trapped, or killed. Your character will murder and victimize people of all sorts, possibly including children, animals, loved ones, marginalized people, or themselves. You might find yourself exploring themes of imperialism, colonialism, or oppression. Characters might engage in self-harm or drug abuse. Illness, debilitation, and body horror may come into play. Your character may have their memories altered, they will certainly forget important things. 

Some of this will emerge from the Prompts, some will emerge from the choices you make as a player.

This is a personal, challenging game for mature adults. Please play hard, but stay aware of yourself and your feelings. Some good thoughts about safety in solo games can be found in Appendix Three.”
– Thousand Year Old Vampire

I love Thousand Year Old Vampire. Right now, I can’t play it.

The book is one of the most beautiful artifacts I’ve ever owned. The hardcover has gold riddling the marbled cover, and the interior is packed with images and a stunning, original layout that draws attention to the nature of this book as a well-used immortal’s journal, complete with the impression of things tucked into pages, taped into place, or scribbled into the margins. I love every time I open it, finding new gorgeous, character-building bits and pieces I missed the first four or five times I looked through. It’s sturdy, and while you can write in the book as you play, it may take some bravery to embellish the pages with your own scribbles of isolation and loneliness.

The cover of Thousand Year Old Vampire with the title taped on and the styling being of an old hardcover journal with blue and white patterning and gold inlay.

The mechanics are simple, using a d10 and d6 to select and narrow prompts and affect resolution, and the narrative mechanics of Memories and Experiences – the former the bucket for the latter, where multiple short written Experiences make up an arc of a Memory, of which you only have five total at a time. When you gain new Experiences, you lose Memories if you don’t have a space for them.

This mechanic makes so much sense to me when you consider the sheer number of prompts included to put a character through years of triumph and trauma, love and regret, camaraderie and loneliness. Imagine the number of experiences – real moments of eternal living – that a vampire would have in their endless life, how they might imagine ways of ending waking loneliness and sleeping suffering without their loved ones, regretting their deeds, wishing they could do greater ones! It is something that could be played equally passionately and dispassionately, engaging in the powerful prompts with the keen eye of a monster who only has more lives to take or instead with the weary heart of someone who has lived too long and only has longer to live. The possibilities! They are as endless as the days your vampire will sleep through and as engaging as the nights they hunt through.

I want to play this game so badly! It’s so well-written and executed, and the mechanics make so much sense for this immortal being who lives through hundreds of years of life and loss. But, as someone who struggles with memory loss, and during this time of isolation that has been very hard on me, I elected not to play it – right now. Thousand Year Old Vampire will remain on my to-play list until I get the courage to delve into its stunning pages and pen my own story of immortality, but if you want to dive in right now, don’t miss out! 

Thousand Year Old Vampire is a lonely journaling vampire game by Tim Hutchings currently available on itchio and in print at DriveThruRPG. It is one of my favorite games I’m reviewing this month and I hope you’ll check it out soon!

#33in28 Week 1 Reviews

This week I have a bundle of reviews for you, my readers! As part of #33in28 for my 33rd birthday I’m reviewing 33 solo games in February, which has 28 days. Each week I’ll post a single review on Monday, then a collection of six reviews on the following Sunday. The remaining three reviews will be peppered in on the big review days or as solo posts! As these are Let’s check out what today has to offer…

This week I have a bundle of reviews for you, my readers! As part of #33in28 for my 33rd birthday I’m reviewing 33 solo games in February, which has 28 days. Each week I’ll post a single review on Monday, then a collection of six reviews on the following Sunday. The remaining three reviews will be peppered in on the big review days or as solo posts! As these are Let’s check out what today has to offer…
*Edited 2/9/2021 to correct a name and fix some formatting.

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Five or So Questions on moonflower

Hi All! I have an interview today with Sangjun Park about moonflower, which is on Kickstarter now! Sangjun made a video about how the game works, and I’ll update this post with the Kickstarter link when it’s live! Until then, check out the interview below!

Tell me a little about Moonflower. What excites you about it?

moonflower is a story game about a journey to the Moon, set in a dreamlike world in which a sweet and alien flower is blooming. The main characters are called the Pilgrims, who are seeking the Gardeners, who live on the Moon, for help that they may or may not be able to provide. moonflower is a simple GM-less game designed exclusively for one-shots, each session taking around 3.5 to 5 hours.

It’s not a game where players have to fight monsters or race against time. The end of every moonflower story is defined before any session starts – the Pilgrims reach the Moon and meet the Gardeners. However, the focus is on the journey itself. As the story goes, the players must sacrifice their inner selves and compromise with their circumstances. It is, by design, impossible for a Pilgrim to achieve their goal without having compromised. Either they will have changed from how they started the journey, or they will have inflicted changes on others.

What excites me about this game is that moonflower places strong emphasis on the process, rather than the result. By rules, every Pilgrim finds success, but that is shaped by the context, which is the decisions and choices the Pilgrim made to get there. The game uses tarot cards to guide the story instead of a single facilitator. Each major arcana card (upright or inverse) has a story hook associated with it and players draw five every Chapter. Three are used as the actual story hooks and players briefly discuss how they interact with each other. And I’ve designed the game so that story hook combinations almost always demand a tough choice.

So even though moonflower is a short game and the end state is always the same (except the potential epilogue, of course), it creates a wide variety of stories.

Another thing, outside the game, is that moonflower is a game produced by a team of Korean artists. It’s also the first Korean TTRPG that is being brought to the English-speaking part of the community. This is an honor, but it is also very frightening!

How does moonflower’s use of tarot cards help players explore the story?

moonflower has its own reading of tarot cards, unique to the game. For example, The Tower being drawn may suggest that a great, physical disaster happens within the story. The Empress, on the other hand, would suggest that the Pilgrims encounter a being of unfathomable wisdom in a hostile setting. For another, there’s The Devil, which suggests that a life-or-death decision must be made urgently. Each individually is just a story hook, but in moonflower, players briefly discuss how they will come together before a major scene starts. So with those three, one of the Pilgrims may have fallen sick and must be treated with a rare medical fruit, but it grows on a fragile and sacred tree. As they climb it, a branch snaps and centuries of growth is lost – and the ancient creature that’s been guarding it comes to question the Pilgrims whether their well-being was so important to risk the sacred tree.

That’s simply one way of interpreting those three cards among many. The main story driver is the 22 major arcana cards. Whether they are drawn upright or inverse matters, so that’s 44 story hooks that can be combined in units of three. I’m not very good at math, but I think that leads to a very big number of potential stories. But the important thing is that the cards’ stories keep driving the characters toward points where they must choose something.

Another thing is that moonflower’s tarot reading is deeply intertwined with the setting. The Tower, which traditionally hints at catastrophic change, is interpreted to mean a literal collapse of a great tree (and trees are a big part of the setting). That’s a literal take at the image. However, players may have decided during the Dreams phase that an elder tree grows from the burial ground of an ancestor, in which case a tree’s fall is more than just literal in the story.

It seems like the idea of change and sacrifice is really vital to the game. Why did you choose to explore these themes?

This is a rather personal issue, but let’s talk about fun bits before we get to that. moonflower initially started as an exercise in rapid game design. I asked people to give me three game design ingredients and forced myself to make a game based on them in 72 hours. The very first version of moonflower is fondly remembered, the way one remembers adolescent years. Since then, I’ve refined the core game idea and experimented with it over six months.

Since it started as an exercise in rapid game design, I did not have the luxury of fine-tuning themes. Though, after the work was done, I looked back and wondered why moonflower seemed to say something. Then I noticed that it’s about change, sacrifice, and – most importantly – compromise. The first version of moonflower was drafted when I had been working for a rather prestigious organization as a translator. Until then, I had been sailing smoothly along that career path, but I hit a wall while working on that project. The stress was intense and the hours I had to put in were unreasonable, but I told myself I had to do it because the pay was beyond acceptable. I had little free time and I was drained of any kind of energy when I got home, but money was good.

It turned out that I had been thinking about compromises without a break back then. Am I doing this for the money? The prestige? The ability to tell my distant relatives that I’m doing something “serious” with my education? What if I went the other way? How would I afford the lifestyle that I was enjoying? And most importantly – is this what I wanted to do when I first decided to work with words?

At the end, I realized that compromising on things is necessary to keep going in life. It’s not failure – it’s just another kind of change.

I read before that any kind of media that says anything at all is propaganda. moonflower is propaganda in the sense that it says refusing to change and compromise may hurt. It’s propaganda aimed at myself. Fun propaganda to play with friends, though!

If that was too personal, I apologize.

Bringing Korean games to English-speaking audiences

Fortunately I had been working as a translator for a long while, so bringing moonflower to English has been somewhat convenient. For one thing, there was no need to clarify with the author about intent or motive. The most challenging part was not actually about the language, but about audiences. The Korean TTRPG community is thriving, but it’s truth that it’s less active on the game design side of things compared to the English-speaking counterpart. moonflower is its own thing – the only game comparable to it available in Korean is Polaris by P.H. Lee – and, at first, I’ve seen rather negative feedback on it, saying it’s “bad Polaris with flowers”. I figured it was because the game was a bad rip-off. But by chance I shared an early version in English and I actually got a praise on that exact point, that it’s like Polaris in many positive ways. Of course, different peoples, different cultures, different tastes, and all that. But it was puzzling to see something like that in first person. Working on this game in both Korean and English, I tried hard not to prioritize one audience over the other. This is quite difficult, actually!

The challenge itself is also the benefit, I think. The bilingual nature of moonflower meant it could attract diverse perspectives. Different experiences lead to different interpretations and they all have contributed to moonflower’s growth as a game. Had I been working on moonflower exclusively in one language, I would not have had half the conversations about it. Then moonflower would only be half as good.

What do you feel is the most valuable part of focusing on the journey in moonflower?

The journey in moonflower is both literal and symbolic – the Pilgrims are walking on a path toward the Moon, which is both a physical and emotional place. This leads to metaphorical stories rather smoothly. In some games, going to the Moon might involve three-stage rocket launches, but more likely it will involve deciding what the trials and crossroads mean.

The journey from the start to the end is always different. The same tarot card may mean radically different things depending on when they come up. This is because the journey up until that point gives each card a different context. But, then again, people who play moonflower again (or read the Voice of the Forest table before) may know what to expect. I think it’s kinda like taking a journey along a known route, in real life. One knows what will be where, but no sight is ever the same. A familiar landmark along the way from home to work might evoke different feelings depending on things like what happened that day or something mundane like weather and time of the day.

Thanks so much Sangjun for the interview! I hope you all enjoyed it and that you’ll check out moonflower on Kickstarter now!

Five or So Questions with Rob Trimarco on Fortune’s Fool

Check out Rob’s Kickstarter for Fortune’s Fool Ultimate PDF Edition!

Tell me a little about Fortune’s Fool. What excites you about it?

Fortune’s Fool is a tabletop Roleplaying Game set in a fantasy version of the European Renaissance that uses tarot cards instead of dice as it’s main conflict resolution mechanic.

The exciting parts about it are the ways in which players interact with each other, the tarot deck, and the GM. First, the GM never draws a card against a player. The players draw cards to succeed at skill checks or combat actions and then draw to dodge attacks or avoid actions taken against them.

Second, the character creation system is very simple yet robust. It is a life path system that helps players craft a story as they choose the attributes that are notable and special about their characters. Social class, religion, race, birth order, and other factors all contribute to a character’s abilities, skills, and how lucky they are.

Thirdly, the game has within it a “Fate Twist” system which is a completely “meta” mechanic that allows the players themselves to influence the cards being drawn to steer the outcome in their favor. Players can “twist fate” at any point in the game even when it is not their character’s turn.

What made you choose to use tarot cards?

Part of the decision to use tarot cards was the feel of the many decks that are out there to use. Many of them have beautiful art that truly helps to invoke the feeling of the setting and the mood of a game. We have used multiple decks when running it. One I have is very much in the style of old renaissance paintings and it has gold edges. Very useful for when I ran a game dealing with royalty and saving a prince from impending doom! Another we use is a fairy tale themed deck which we used when writing and play testing our Grimm Tales campaign supplement.

Another part of the decision was the multiple ways the deck itself could be used. For those that do not know about the tarot deck structure, The tarot deck is broken up into 2 sections. It has cards called “minor arcana” which consist of 4 suits with 14 cards in each (similar to the standard deck of playing cards we use today) as well as “major arcana” with cards like “The Magician”, “The Hanged Man”, and “Strength” of which there are 22. This variety allows us to use the numbers on the minor arcana cards, the specific suit they are, and the major arcana cards all as ways to express levels of success, failure, damage from attacks, spell effects, etc.

They all work together seamlessly and intuitively with the story being told and with the actions being taken by the player. The minor arcana cards determine success and failures on a basic level by comparing the suit and the number to your character’s skill ratings and to which minor arcana card suits are considered “fortune smiles” or “fortune frowns.” The major arcana cards represent critical successes and critical failures. If you draw a major arcana card and it is circled on your character sheet, the action is considered a “fortune shines”; a critical success of the highest order. If the major arcana drawn is not circled on your character sheet, your character has fumbled an action badly with a critical failure. These “Fortune Shines” and “Fortune Weeps” are determined during the course of character creation.

Tell me a little more about character creation. What do you think is vital to character creation in games?
Depending on how players approach participation in roleplaying games, they may view what’s vital to character creation in different ways. Someone can certainly make choices to give them the best social or weapon skills. Making selections that raise their charm or attack numbers, and generally be amazing at certain aspects of a physical or social conflict. Someone else may think about their character choices as more of a storytelling vehicle and focus their choices on what is most interesting to them in the vein of defining their character’s struggles or most powerful life events. I believe the vital part of the Fortune’s Fool character creation system lies within this diversity and the ability to accommodate many points of view and play styles.

Twisting fate sounds awesome! How do you do it?
At character creation the number of times you can play a fate twist and which specific ones a player has are determined. The luckier a character is the more fate twists their player possesses. There are many different fate twists listed in the book and they all allow a player to affect the deck in many ways. From being able to peek at the top 3 cards of the deck to shuffling in your choice of major arcana into the top 5 cards.

Let’s say, for example, in a scene there is a group of brigands attacking the player characters. The lead brigand has his flintlock pistol out and expresses a deep desire to shoot one of the characters in the face. In order to see if the shot hits, the player must draw a card to dodge. Let’s call the player “Aaron.” Aaron’s draw must be lower than his dodge score or be a major arcana card that is favorable to his character in order for the shot to miss. Guns being very deadly weapons, Aaron decides to use a fate twist. This happens before any cards are drawn to resolve the action at hand. Aaron announces to the other players at the table and to the GM that he will spend a fate point and use his fate twist called “Devil’s Laugh.” This fate twist states that the Major Arcana card “The Devil” needs be shuffled into the top 3 cards of the deck. Since The Devil card is a “Fortune Shines” for Aaron if he draws it, the gunshot will not only miss but it will cause his opponent to fumble, causing the brigand to drop the gun or even have it explode in his hand! The degree of success or failure of a draw determines all of this so picking the right fate twist (or twists – many can be played before a draw occurs) definitely matters in any situation where life or death is on the line!

So the GM now picks up the deck and searches it for the card and when it is found he or she then shuffles it into the top 3 cards of the deck. Aaron now has a one in 3 chance of drawing a card that is really good for him so the tension of the draw is high! It’s very exciting to see happen during play! Will the brigand’s shot completely miss Aaron? Will Aaron’s face be shot?Oh boy!

Will we be seeing more from you soon, and if so, what will it be?

We are currently running a Kickstarter project to enhance our PDFs. If it funds it will allow us to do the following: layer the art in the book to allow it to be viewed in “text only” mode so it speeds up loading and allows for slower devices to read the file easily, resizing the files for optimal viewing on a phone, tablet, PC, or other PDF capable device, linking the rules internally to different sections to facilitate looking up different rules and definitions we use in the book, and adding more original artwork from our favorite artists.

We also have a new supplement in the works called “Tales from the Ganges” that will detail the region of India! It will allow players and GMs to expand their game into the region with new races, skills, religions, spells, and a myriad of other fun bits.Did you ever want your character to ride a huge, demon possessed bull elephant into combat with your enemies? Well now you finally can! This supplement will breathe new life into a current game or bring inspiration to start a new one. It is currently part of our Kickstarter’s stretch goals but even if we don’t meet the goal this supplement will still be released just on a different time table.