Watch Well Games: Issue # 16
Hangry, Pinching Tarts, and chatting more about Conscience of a Con.
In This Issue:
Chatting More about "Conscience of a Con"
Playing "Hangry"
Highlighting "Pinching Tarts"
Welcome to Issue #16. I'm K.J*.
First, I'll share a bit more behind the scenes thoughts for Pocket Quest game "Conscience of a Con."
I'll then highlight Luke Saunders' "Hangry" and Monica Valentinelli's "Pinching Tarts."
*I'm K.J. - hobbyist writer, creator, long-time GM, and player who loves supporting and encouraging others in the RPG community. I also playtest and proofread scenarios. I enjoy playing bass guitar and eating dark chocolate but not at the same time.
I started Watch Well Games at the end of 2023 to share stories and create community. I have a lot planned and hope you'll join me.
More Discussion on "Conscience of a Con"
I was humbled when a few readers said they wanted me to share more about how I came up with the idea of “Conscience of a Con: How to Wipe Red From Your Ledger.” Frankly, I didn’t mean to cut it short last time. It’s been a challenging couple of weeks, and what I shared was all I had at that moment.
Onward and upward - here’s a bit more “behind the scenes” for the curious:
For me, playing games is a healthy form of processing reality - whether it’s a hard day at work or bad weather or not-so-great news. The hobbies we enjoy - surfing, movies, dancing, games - I think, help us unwind, invigorating us and reminding us that we can face another day. I like to know I can gain something back when playing a game or doing a hobby. Whether it’s quality time with my friends and family, lifting weights to gain muscle, or learning another language, hobbies help me when I know they’re offering something of value. Connecting with others or finding a worthy quality or meaning in a game renews my sense of possibilities and wonder.
So going back to the theme, this year’s Pocket Quest theme being heist, I wanted to go a different route rather than players being criminals trying to break somewhere and steal something. With “Conscience of a Con,” I felt the need to speak about redeeming decisions from the past. I wanted players to enjoy a solo adventure with some depth.
The structure of the mechanics for “Conscience of a Con” allows players to easily return to the game and pick up from where they last left off. So this is a pocket adventure that could be enjoyed during lunch breaks, evenings, or weekends. It’s also set up in a way where players can adjust the game’s difficulty using a few different options. These variations allow for every customized game to be different and build out the replayability value.
Ultimately, I hoped to offer something different. I think it’s my best game yet, and I look forward to someday soon finishing the short story that players can find a small sneak peek of inside the game.
If you play the game, I ask you to leave a kind review on DriveThruRPG, let others know about the game, and even drop me a line sharing why playing games is important to you at kj@watchwellgames.com.
Special Discount for "Conscience of a Con"
Click on that green button below and get 20% off the very game I've just been chatting about - “Conscience of a Con: How to Wipe Red From Your Ledger” - a solo pocket adventure released as part of DriveThruRPG’s third annual game jam known as Pocket Quest.
Feel free to share this offer with others you know who enjoy playing solo games! Expires April 15th, so don’t wait.
20% off Conscience of a Con
Undecided? Here's a <30 second trailer:
Watch Well Games' cartographer partner Schlau released his own Pocket Quest game "The Morning Mace: Pocket Edition." Available only on DriveThruRPG, it's a heist-themed fantasy adventure full of character and intrigue!
Playing "Hangry" by Luke Saunders of Murkdice
What was it like playing "Hangry" by Luke Saunders of Murkdice?
Let's begin with the words of those I ran the game for:
One player said the game was "simple fun and sweet. Great for short breaks. Everyone can enjoy."
Another player said, "It's a fun game and should be played in mid-afternoon or late at night, when snacks are most desired. Party options might include force eating of pizza slices or something like gummy bears. Lots of fun."
How was it for me as Grub Master (what the host of a game of Hangry is called)? As first, I honestly doubted being able to run a game on so little material. I've usually never been able to take a one or two page game and whip up something without quite a bit of planning.
I was pleasantly surprised that Luke included enough options and descriptions within the confines of his two-page Pocket Quest game to make this easy and enjoyable for me to run.
Things I most enjoyed about "Hangry":
1. Increasing the chaos for the players' characters as they tried to get their food before hitting the rage-fuelled hangry stage of theft.
2.The players' dice (D4, D6, D8, D10, and D12) being assigned to different skills (aptly named as protein, sugar, spice, vitamins, and carbs).
3. Enough variety of eateries, objects, rooms, obstacles, and adversaries to build out an enjoyable party game.
"Hangry" could easily fit into your next family night, camping trip, or get-together with friends. Bring plenty of snacks for the chaos.
Playing "Pinching Tarts"
Chatting about "Pinching Tarts" by Monica Valentinelli
Being a fan of Alice in Wonderland, "Pinching Tarts" by Monica Valentinelli is something I had on my radar early on. Players are in for a real visual treat, as Monica has designed something special for this game. If you enjoy a competitive, dice-rolling game where you need to use your imagination to make things happen, then "Pinching Tarts" should be a perfect fit!
Things I most enjoyed about "Pinching Tarts":
1. The idea of being in Alice in Wonderland’s world.
2. A wide variety of characters are provided in the game.
3. Three easy to track abilities/attributes for a pocket game: talents, specialty, hearts.
4. Facing the playing cards and The Red Queen as opponents is enjoyable.
5. The Queen's castle rooms are creative (although I didn’t see how to get out of the dungeon when trapped/caught by the Cook).
6. A recipe!
Things I would've changed about "Pinching Tarts":
1. A set number of how many tarts (either written in the rules or based off a roll before starting the game) rather than players simply imagining how many tarts are in the rooms.
2. According to the rules, the emphasis really isn’t so much about the tarts as it is hearts. This felt a bit confusing.
3. More actual roleplaying of the characters within a setting or world to create an adventurous story.
Last Things...
Going to view the solar eclipse on Monday, April 8th?
Send any great pics of what you see (keep your eyes safe!) to kj@watchwellgames.com. I may share the pics in the next newsletter.
I've got my glasses ready and am hoping for a good view myself. Fun stuff.
Also...
I collaborated with a few other Pocket Quest creators (Sean Ringrose, Andrew Stauffer, Kublai Kohen). Together, we have a special bundle of all our games. Check it out below:
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