I thought I’d try something new, and conduct this as a kind of interview. That cool with you, Jess? I’ve read and annotated your game, and I await your questions eagerly.

3 Responses to “Duck Review #1: The Weaver’s Daughters”

  1. Jess Says:

    Thanks Shreyas! I really appreciate your ducky review, but I’m not quite sure how to start things off. Should I be asking you questions or vice versa? I’ll check in later today when I have a better idea of how this works. :)

  2. shreyas Says:

    Let’s do both! I have some questions scattered in my notes which I’ll try and pull out in an approachable fashion, one or two at a time, and if that gets you thinking about something, or you just have something to say, then please interrupt me!

    I can get us started, I guess. I saw on p.9, “Escapig Fate means fundamentally changing who you are.”

    This is hella sweet, but I’m not sure how it comes out in the design, or even if it was intended to. Could you talk about the design decisions surrounding that? Maybe that’s a little vague; I’m new at this.

  3. Jess Says:

    What I meant by that had to do with the end-game states: that your character must radically change herself in order to escape the central conflict of the game. For example, if she wishes to not be torn between what she sees and what she desires, she can return to Iceland and let other people make her decisions, or pass her powers to her daughter, or give up her mixed identity to become a modern woman. But as long as she remains who she is, fate will keep calling at her door.

    I rather like the way you seem to be reading it, though – that characters must manipulate fate by actually changing themselves. Right now the only way you can change yourself is to have your visions come true about yourself, and thereby advance your runes (and those of others). But I wonder if I can use that as a design idea.

    –Jess


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