NokiMo
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Ojisan Demon Slayer Corporation END

Ojisan Demon Slayer Corporation was an odd duck of a game, mainly for the "How the hell do I do this?" aspect more than anything. I went in with an idea and through a bit of elbow grease, came out with a slightly better idea. The process of working on it had to account the story as well as weirdly having to work backward, learning how to empower and take it away from a Character.

Overall, it's . . . okay. Not great. The main aspect is that I went for a """"CINEMATIC"""" approach with my own set of requirements and demands. What it resulted in was me weeping about the details and trying to reason out how I can get a Character rolling 18d6 versus someone rolling 4d6. The answer is that you don't do that, you just suffer and let it burn out.

Infinite time and infinite budget? Hack away at the Partner aspect. It's probably the coolest part and the least explored as the Characters took over the design aspect. I'd probably want to expand out what the Tamashi do, but then it would dilute the concept, and aaaaaahhhhhhhhhhh. 

A beautiful disaster area. 

https://docs.google.com/document/d/1idX8OThYXZVDMlkaLuRc3LhuFG20UMfcPwrlJgRxQ_4/edit?usp=sharing


Voting ends tomorrow (10/24), the plebs have it end at noon, you have the entire day. Notocracy Demands Sacrifice.

Ojisan Demon Slayer Corporation END

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