And I love theatre, art and history.
Cozy woodland game = cozy woodland mechanics.
Cozy woodland game = cozy woodland mechanics.
Rolling dice gives a feeling of randomness. Do we want that feeling in our cozy woodland game? If not, maybe we want a question-asking or point-spend or token-exchange mechanic instead. Or no conflict mechanic at all.
Rolling dice gives a feeling of randomness. Do we want that feeling in our cozy woodland game? If not, maybe we want a question-asking or point-spend or token-exchange mechanic instead. Or no conflict mechanic at all.
Is this a game about failures and consequences and hard moves and conditions? Are those things part of your story? If not, find something else instead.
Is this a game about failures and consequences and hard moves and conditions? Are those things part of your story? If not, find something else instead.
And, if you roll 10 or more, you also discover something about the story of the wood.
And, if you roll 10 or more, you also discover something about the story of the wood.
Those are all things that fit in a cozy woodland story.
Those are all things that fit in a cozy woodland story.
Well, no. It's a cozy woodland game. It's not about succeeding with a cost or making a hard move.
(Yes, I know, I'm labouring the point.)
Well, no. It's a cozy woodland game. It's not about succeeding with a cost or making a hard move.
(Yes, I know, I'm labouring the point.)
What are the investigation mechanics of our cozy woodland game like? Do you roll to investigate, then succeed or fail?
Well, probably not. This isn't a story about failing to investigate. We'll mostly want our cozy investigations to succeed.
What are the investigation mechanics of our cozy woodland game like? Do you roll to investigate, then succeed or fail?
Well, probably not. This isn't a story about failing to investigate. We'll mostly want our cozy investigations to succeed.