A downloadable journaling game

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Tend a historic lighthouse for a summer in this solo roleplaying/journaling game.

Created for the International Parks Jam using Disaster Tourism's Evergreen Wilds system,

Uses a pack of playing cards and 6-and 10-sided dice. This game is meant to be folded into a trifold brochure, so keep that in mind for page order if you're using the pdf digitally.

Free to download & play; please leave a comment if you play it! This is the first game like this I've made public and I'd love feedback on it.

StatusReleased
CategoryPhysical game
Rating
Rated 5.0 out of 5 stars
(7 total ratings)
AuthorIrene Zielinski
Tagsevergreen-wilds, journaling, Solo RPG, Tabletop role-playing game

Download

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Click download now to get access to the following files:

lighthousekeeper.pdf 2 MB

Comments

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(1 edit) (+1)

Prior to playing this game,  I ran into a few things that felt like they should be clarified the game materials:

  • The game calls for the roll of a [d66], which I was unfamiliar with the terminology of--as I haven't encountered Evergreen Wilds until now. I figured out what a [d66] was by looking it up online, and learned it was a type of roll that's unique to a handful of systems. I think it might be a good idea to explain the mechanics of a [d66] within the pamphlet itself.
  • In the key at the bottom of the map section of the pamphlet, which lists what the results from the card draws mean, the meaning of the number [8] is missing. I don't know if this is intentional or not, but there was no mention of removing the [8s] from the deck, so I figured I'd let you know. In play, I made up for the lack of instruction on the [8]s in the deck by using the results for [2] for the [8]s, and turning the [2]s into Wild Cards.

Other than that, I had a lot of fun once I sat down and started to play. I've always lived within a few miles of the coastline, and thus a lighthouse; so I think the long-term isolation, as well as proximity to something as vast and unknowable as the ocean, make an excellent setting for a game. The prompts are also structured in such a way that none of the results will end up as something completely nonsensical, while still leaving room for a strange occurrence (e.g. glimpsing in passing a message in a bottle downstairs, where there may not have been one before).

Hey, thank you so much for the feedback! I'd been meaning to clean up a couple of layout things, so I'll definitely explain d66 and fix the card prompts when I do that. I really appreciate the catches, and I'm glad you had fun playing the game!