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Heya, I'm Bell ^^
This cute little game was recommended to me by Nadg, but I don't think I'll be able to afford it anytime soon >w<
I'm super new to the genre (legit the second game that follows the Second Guess formula that I'll play), so if you think it makes for a good experience for newbies it'd be awesome to have a few more community copies! 


Hi, Bell!

Just put up a few more community copies! Grab one and tell your friends!  ^^

I hope you have a great time with it!


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.


Hello, Mystael!

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!

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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.