Feedback Requested


As someone who runs and reads a variety of different games, I often fill in missing pieces when comprehending a new ruleset. This game is no exception. So I'm looking for thoughts on anything that may be confusing or missing.

I just noticed that it's not explained that the Vitals stats are not rolled but are actual die sizes. I'll need to recitfy that.

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(+1)

This looks like a lot of fun! Through the course of reading it I thought up a couple of characters I think would be way fun to play in this game.

Here are some thoughts/questions I had while reading:

  1. Maybe this was intentional, but I can't really tell if there should actually be a monster or if it's all imagined.
  2. The sentence following "Offer rewards to turn and run" on the final page is incomplete.
  3. I think I could benefit from an "Example game" section in each phase illustrating how interaction with the darkness could go in that phase. Especially in the Deep Dark phase, which is the fuzziest for me.
  4. I think the prep phase is the most exciting to me. I love the idea of an rpg where properly preparing for the adventure is as important to the adventure as actually going (as long as it's fun, which this seems like it would be)
  5. Bravery paragraph 2: "Each time you would lose bravery below 0,either another kid must put themselves at risk to protect you, or you run away crying, but gain +1maximum bravery and restore a point of lost bravery afterwards." I'm unclear on whether you gain 1 point to max bravery any time you go negative on bravery, or only when you run away crying? When you run away crying are you just out for the current challenge? Or is that character out for longer?

#1 is intentional! While the jam is about folklore monsters, I want this ultimately to be a game about "haha it's just superstition and not real" if someone wants to run it that way. That's *my* take on folklore :)

I should definitely put examples of phases in there! I'll work on rewording things for a v4