And I finally got to live my dungeon-meshy dream
And what a good use of color it is.
The book itself is gorgeous.
Like truly.
All the depictions of not just the, you know, the characters and the scenery and the monsters themselves.
But of course, a book like this has to have great depictions of food and every one of them mouthwatering and stunning.
Yeah, very inspired by the like the dungeon meshy splash pages, you know, with the like extra high gloss look to them.
Not only is it also beautiful, but I found this book to be pretty well organized.
The combat page is like super sleek and smooth.
There's a lot of like quick references.
I found as a reader and as a player, I was pretty rewarded.
A lot of the mechanics are all up in the front, and they're pretty nicely organized, and then all the denser lore is to the back, and so it's opt-in, right? It's like, all right, you know how to play the game.
Now do you want to learn about the world? So that's always a nice bisecting.
It reminded me of Yelled in that way.
Mm-hmm.
yeah i often find also that like i don't appreciate when like too much information is spliced in the middle of mechanics or like between mechanics it's a nice way to keep it like integrated but i find that like i'm like okay i'm trying to learn the game here can you keep that over there for a second
I think that there's a really interesting element at play for Wilderfeast that I quite enjoy and is obviously a thing I enjoy because it's a guiding principle I'm using in designing blood, love, and rhetoric for myself, is that it has really... nicely, particularly delineated modes of play.
The trail, the hunt, the feast, and then everything else is free play.
Like that's blood, love and rhetoric is going to be the same exact thing of three distinct modes of play and then all the stuff in between.
So I love that there are like, it is a game that is very much designed around, it doesn't need to bend itself in knots to kludge all of its mechanics around a singular idea.
It can have the core resolution system, the core dice system, which I think is really an excellent, excellent dice system.
but it doesn't use the dice in the same ways, in the same contexts.
It varies itself, I think, quite appropriately across its different modes of play to the point where the feast, you're never going to roll a die, and I think the game would be weaker if the game was prompting you to do die rolls during the feast.
I think it's smart that those are left as an optional rule in the back of the book instead of a requirement just for the sake of, oh, it's an RPG, so you should always be rolling dice.
And I finally got to live my dungeon-meshy dream
And what a good use of color it is.
The book itself is gorgeous.
Like truly.
All the depictions of not just the, you know, the characters and the scenery and the monsters themselves.
But of course, a book like this has to have great depictions of food and every one of them mouthwatering and stunning.
Yeah, very inspired by the like the dungeon meshy splash pages, you know, with the like extra high gloss look to them.
Not only is it also beautiful, but I found this book to be pretty well organized.
The combat page is like super sleek and smooth.
There's a lot of like quick references.
I found as a reader and as a player, I was pretty rewarded.
A lot of the mechanics are all up in the front, and they're pretty nicely organized, and then all the denser lore is to the back, and so it's opt-in, right? It's like, all right, you know how to play the game.
Now do you want to learn about the world? So that's always a nice bisecting.
It reminded me of Yelled in that way.
Mm-hmm.
yeah i often find also that like i don't appreciate when like too much information is spliced in the middle of mechanics or like between mechanics it's a nice way to keep it like integrated but i find that like i'm like okay i'm trying to learn the game here can you keep that over there for a second
I think that there's a really interesting element at play for Wilderfeast that I quite enjoy and is obviously a thing I enjoy because it's a guiding principle I'm using in designing blood, love, and rhetoric for myself, is that it has really... nicely, particularly delineated modes of play.
The trail, the hunt, the feast, and then everything else is free play.
Like that's blood, love and rhetoric is going to be the same exact thing of three distinct modes of play and then all the stuff in between.
So I love that there are like, it is a game that is very much designed around, it doesn't need to bend itself in knots to kludge all of its mechanics around a singular idea.
It can have the core resolution system, the core dice system, which I think is really an excellent, excellent dice system.
but it doesn't use the dice in the same ways, in the same contexts.
It varies itself, I think, quite appropriately across its different modes of play to the point where the feast, you're never going to roll a die, and I think the game would be weaker if the game was prompting you to do die rolls during the feast.
I think it's smart that those are left as an optional rule in the back of the book instead of a requirement just for the sake of, oh, it's an RPG, so you should always be rolling dice.
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