may I ask you, is there some game in it?
There is surely a space for creative writing based on the prompts this paper contains, but, based on the illustration itself, I really cannot see any mechanic that would involve player's decision.
If the whole point of People, Places & Perils is to provide prompts that can be explored and expanded into short stories, that's okay, but what makes you think this is a game? Because of rolling a die? I am sorry, but if there is nothing more than random content generator, that is what it is - a nicely formatted random content generator, not a game.
People, Places & Perils
A downloadable story-building game
You're an explorer.
Every day, you travel through uncharted lands, crossing paths with curious folks
in wondrous locations. During your expedition, you'll face perils and discover more
about this land and its inhabitants.
After a long day of adventure, you recollect your thoughts and learn how everything is connected.
Enjoy your journey!
What is this game?
People, Places & Perils is a solo story-building game about exploring a wondrous land.
You play as an adventuring bear. At the start of each day, you embark on a new journey. You discover new places. You may make some friends. You will face some challenges.
By the end of the day, you will have more stories to share. As you rest, you look back on the encounters you had and learn a new connection between events, people and places. You take notes on your journal and update your map, before you go to bed and get ready for another day of adventure.
The game offers you a clear step-by-step structure, so you can simply follow along, focus on the story you're crafting, and don't worry about rules or numbers. It comes with an optional blank map as a starting point, but you can play the game with any other map of your choosing.
- A single page provides you with ultralight rules and immersive stories
- Procedural gameplay, so you always know what to do next
- Evocative word bank to inspire your scene descriptions
- Zero-prep and beginner-friendly
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In my creations, I like to explore the boundaries of what a game is.
PP&P is a story-building game, one that invites you to establish connections between facts. Player agency is in allocating the dice you roll, interpreting the results, and weaving a storyline with it. This is the logic behind games such as For the Queen, Microscope, Fall of Magic, and many more.
Step 6 is actually a conflict resolution system disguised as a story prompt.
If this is not "game" enough for you to call it a game, I'm absolutely fine with it. :)
Have a great day!
I understand that this is coming some time after your comment was originally posted, but it seemed that such a condescending comment deserved a response. Many Journaling RPGs are functionally content generators that the player uses to write about a character's experiences. The decision point occurs when you decide what to do with the prompts. Many players want the experience of the role they choose, not the limitations of the roll they made.
Not enjoying those type of experiences is reasonable. Ridiculing the game creator, and by association fans of that type of experience, based on your subjective requirements is unreasonable. An RPG does not require a fail condition, nor hardcoded mechanics to resolve the narrative.
For some perspective, one of DriveThruRPGs best selling indie games, "Journey", is precisely presented and designed to be a content generation game. It's a great game, and this one seems to carry on in the same genre.