• she/they/it

Hi I'm Molly! I love baseball, video games, and I make a number of podcasts you can find in my links!
All of my other socials are @yerfriendmolly as well!


The Amory Score
ineedmayo.com/

Jackie-Tries-Internet
@Jackie-Tries-Internet

Like legitimately! There are so many awesome fucking designers on this platform, and I want to meet y'all! Also, I have recently, after a bit of ennui with working on my own game, just wanted to surround myself with the joys of TTRPGs!!!

So do it! All games, any game. Does it have an amazing mechanic? Is the worldbuilding amazing? Can I kiss werewolves??? TELL ME TELL ME TELL ME <3


Yerfriendmolly
@Yerfriendmolly

Eidolon: Become Your Best Self is a game designed by @speedracer and I, inspired by Jojos and Persona, where you Fight People With The Power Of Your Soul, also known as your Eidolon! Every playbook has a single sentence that describes your power: For example, the prompt for The Vanguard is "My Eidolon obliterates enemies by ___________", or The Alchemist, whose prompt is "My Eidolon can turn any _____________ it touches into __________". Of course, you get to fill in those blanks yourself, which offers a whole lot of room to make weird ass powers!

Additionally, the second edition of the game (which is rapidly nearly a full release), uses a tarot based resolution system called the Fate Deck. Whenever you make a Move, you draw X number of cards from the Fate Deck to determine what happens next. The Fate Deck is comprised of the Major Arcana, and they each have a 'forecast' associated with them. For example, if you drew three cards for a Move, you could end up with a spread that looks like:

The World (Positive) - For a single moment, the world bends to your will.
The Devil (Negative) - You get what you want at a price you can't afford.
The Lovers (Neutral) - You are faced with two paths.

You as the player would choose the outcome that you want the most or think is most appropriate, and then you and the GM figure out what that forecast means. The game is very intentionally open ended and has prompts in a number of moves for both players and the GM to work together to craft a story.

Personally I think it's pretty neat! The first edition of the game, which is a PBTA hack, is currently available on itch.io, while the most current drafts of the second edition (updated monthly) are uploaded to our patreon! After its full release, it will also be available on the same itch.io page. We also make a podcast where we playtest the game, which can be found on Audio Entropy!


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in reply to @Jackie-Tries-Internet's post:

My current touhou jam project is inspired by beat 'em ups, and is made for GMless play via automating the enemies with behaviors built into their statblocks.

it'll also feature a goofy story where Satori gets kidnapped by Nitori because Nitori wanted to cheat at kappa-shogi.

I think what makes Kernel cool is the way the simple management mechanics create a very efficient means of creating pressure and feeling like a mech game without too much tactical noise. Also the setting of tiny mechs that have to use creative weapon systems fighting bugs is dope

In "One Hundred Fireflies", I like to think I have a cool system for creating boss monsters that have an emotional impact. (But uhhhh I need to playtest it and I've moved on lmao - it's on my itch page though)

Yess the Quarry system is so cool! Every monster feels like a nightmare sequence! I love it!

Also, side note, I honestly love long-term effects in games! In many games, even the deadliest sort slice can be slept off. But to see a system that is actively lowering your stats and you take physical and mental damage is so good to me!

I somehow found myself working on a game about talking mutant animals carving out a place for themselves in an archipelago ruled by religious authoritarian humans with flintlock muskets. I guess sort of a post-OSR take on Gamma World? It started with me writing out a massive mutant-generating table and then gradually building a game around it.

in reply to @Yerfriendmolly's post:

I still think it's funny how both Eidolon and my game, Ark City got a tarot deck skill resolution system around the same time (more or less) and went in very different directions anyway.

Eidolon 1.0 is also what inspired me most to make Ark City.