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