If Royal were a supplement for a storygame, like PbtA, its tension b/w density and clarity might have been optional. Most storygames' gameplay rests on prompts and mechanics, negating the need for detailed scenarios and modules.
But this game's visual design serves a different kind of game design.
But this game's visual design serves a different kind of game design.
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How does it land? Like most small form factor adventures—with a few bruises, cut corners, and tantalizing what-ifs.
But here's the loot...
My takeaway in this latest design delve is that micro-adventures are often imperfect, but I'm more likely to tolerate their shortcoming, because they're easy to fix.
The shorter the adventure, the more slack you get.
https://www.explorersdesign.com/exploring-royal-art-gallery-heist/