yrgirlkv

"it's yr girl; you already know!"

—dj who is not yr girl and who you do not know at all

sister @cass | mom @pegasus-poetry | writer/designer @ songs for the dusk, sunblack | asexual @ large

icon by @hedgemice.


people often describe chuubo's as dense and i was once among them but tbh i think the main thing standing in the way of clarity in it is that it doesn't do much to give you a high-level overview of what the game is like at any early point in it. at this point, about 66 pages into the book, i have a vague idea that the game works like this:

  1. you pick a general concept for a campaign & situate it within a genre
    1. you have some skills and a pool of will, and maybe some powers
  2. you freeform roleplay back and forth as is typical
  3. every genre has certain xp actions. when you hit one of the trigger conditions for an xp action in yr game's genre, you can get xp by doing it and then the scene switches to someone else
  4. when you do something hard you can apply skills and spend will to succeed more at it
  5. i guess the xp helps you advance quests at the end and that gives you more character development

i might have some of this wrong. more broadly though—i dunno if i'd go so far as to say this is a flaw because chuubo's is so stylized that it feels deliberate, but i think i'd find myself hard-pressed to make that same style-clarity tradeoff, or at least to that same degree


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