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Joined 1 year ago
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Cake day: June 24th, 2023

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  • I don’t have a tablet*, but I have heard that Procreate is one of the better ones. But for my artistic projects, I have startet using Clip Studio Paint.

    But the “vector and raster” is a really nice feature. I have also used their resource link function a lot in publisher. Saves RAM, time and makes it easy to update files.

    *The ones that is a computer. But I do have a drawing tablet :)



  • I apologize for that. I assumed that since the changes were minor, that it wasn’t worth giving them more details. But I will be sure to include them in future updates :)

    These are the moves that have gotten some minor changes (I also realized I haven’t incorporated all the changes into the player sheet itself)

    • Clash: change the trigger slightly from “able to reach you” to “capable of reaching you”.
    • Thwart Peril: Which stat to use is dependent on the players description. Not the nature of the danger. But it should make sense how they thwart it.


  • Considering the genre, Glitter Hearts should have something like Bonds. But for some odd reason, it doesn’t. It is something I added to my hack of the game. But as I mentioned, I wanted to revise the move.

    But what you describe is basically how I envision it looking in the fiction. Except for the miss. The thing the move is suppose to imitate from the genre, is when the characters hangout, trouble/problems will some times show up (mystical happenings, strange dangers, meddling parents, etc.). Which I have realized after writing this reply to you, sounds an awful lot like a hard move XD

    You also made me think, that maybe the stumbling sensation stems from: to activate the move, the character has to do it. AKA, go to the park, spend time with the Bond, etc. Trigger it through the conversation. So they are essentially already setting up the scene and having to do so again might just be repetitive.

    I considered allowing spending of Bond (burning them). But my hack already had mechanics/resources that plays with rolls. So adding another one seems like it would be way to much.


  • Not sure if I explained how it “stumbled” (not good at explaining hunches and feelings). But it is like the story has to stop, create the scene which can risk taking quite some time, leaving the other players with nothing to do.

    But moving the “scene” aspect to a miss sounds like a good idea. After all, it is basically what GMs already does on a miss. So maybe there is less need for wording a miss?

    But would making it unavaible feel like a hard move? Usually hard moves mean “no way to prevent it”.

    *Note: “Check Your Bond” is a move that is made to see if a Bond changes. It might also be the “lead in” to this move that is tripping up the flow.



  • Nerosus@ttrpg.networktopbta@ttrpg.networkTSL - Free Strings Layout/Splashpage
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    1 year ago

    Never tried the game and only glanced the book, so no idea what Strings are or how too use them. So my comments below might not be valid:

    The circles seem awefully close to each other and the “darkness” of the grey might make it harder to see whatever is meant to be written in them. There is also alot of colors which will make it expensive to print.

    So I would suggest

    • Make more space/make the circles smaller
    • Make the grey a tad or two brighter
    • Remove the background or at least make a print friendly version. Maybe just have a smaller border or bottom if you want the colors.

    But it is really nice to see people making playmaterials for games they enjoy :D


  • I understand that. All that dice juggling and optimazation, wasn’t that fun.

    But unlike dnd, the dice is specific to each class. So a fighter will always use a d10. No matter if it is a sword, dagger, whip, etc.

    And I really like how a fighter will generally be much more deadly than a wizard. Like in some hacks the dage is a d6 +/-X. And for me, it makes the damage between the classes feel very samy.




  • What makes HP feel different from Harm? It is essentially the same in my head. I also really like that in Dungeon World, that the game isn’t bogged down by what weapon does the most damage. It is all in the characters capabilities.

    I haven’t looked at every hack of Dungeon World. But they all slightly changes some of the moves here and there. Either in ways I like or not.

    Homebrew World has a slightly different take on inventory and the defend move I really enjoy. But it still uses spell lists. But it is more or less my go-to for one-shots due to it having much less mechanics.

    I really liked Worlds of Adventure new stats (the unpublished version) and that race no longer has a hard mechanic behind it. But Wizards still use a spell list.

    Unlimited Dungeons has a neat mechanic for wizard spells, but I find it still quite limiting an rigid. Its heritage mechanic is neat, but I do not like its “mark box to use ability”-aspect. But if the heritage aspect is removed, it is a nice hack.

    My favorit is my own hack, Mixed Adventures, which combines the various aspects I enjoy from the hacks. The most unique part of it is how it handles spell casting which isn’t a fixed list. The character chooses couple aspects for their magic (spheres/domain) that determine what they can do with their magic. The player simply describes a spell that fits. And if it seems like to much, the GM may add requirements or say it must be a ritual (ala Monster of the Week).








  • D&D has such a huge presence in media, so I cannot see nearly the same amount of people talk about D&D in the same way.

    Spout Lore or Monster Hour. Two podcasts podcasts that plays Dungeon World and the other Monster of the Week. The thing both do really well, is show how the game should a conversation between the group. Talk to each other to make sure everyone is onboard with what is happening. And more importantly, encourage each other to be PART of the conversation. Which is incredibly important in a PbtA game (could argue that it is in any game really).

    Otherwise, there is also a ton of other resources to help explain how to run a PbtA game. But an important thing to note: many PbtA have similarities, but usually, each with feel completely different because they will often do their own thing. Because “being PbtA”, usually means following a set of principles. Not rules.

    As for Avatar and Glitter Hearts (these are my own takes):

    I was sorely disappointed in Avatar. The combat is very unsatisfying because a lot of the game flows rather well, following the fiction and being part of the conversation. But then that flow suddenly comes to a screeching halt when combat comes up. And everyone now has to “switch gears”, playing a different way. But the premise and the book in general, is solid and good.

    Glitter Hearts is a neat game that tries to cover a genre I really like playing in. But it feels like the creator didn’t understand the system nor the genre. So it lead to a game with a good deal of holes, a feeling of being incomplete and half-hearted. This makes it a very bad starter game for someone new to PbtA. Not beginner friendly at all.

    I have tried to create a hack, Hearts of Harmony to fix some of these holes and cover some of the things the book missed.