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A Dead World Hex Crawl

You are a Harmonizer, an agent of empathy and bravery.  You search for Echoes on a dead world overtaken by a Molting apocalypse, perhaps only one of many such worlds within the greater galaxy.

The phantoms born of the molting roam the places their detached souls once called home.  They cannot be beaten, only avoided, as Mask your presence and press on in search of valuable treasures.

Solo Hex Crawl

The game takes place as a hex crawl across a map that you can fill out yourself with doodles or just reveal the features in your own head.

This game is a solo ttrpg adventure, and one that you can come back to again if you want to.

<1100 Words

This is a submission to the "1100 words TTRPG Kitchen 2026" Jam.  One of the rules for the jam is that the system I designed needed to be written in 1100 words or less for all gameplay content.

I did my checking throughout and also trimmed a few sentences for good measure to meet the requirements of the jam submission.

It's approximately ~50 words below the cap.

Post-Jam Edition

I added a post-jam version based on feedback from the jam host and my own sensibilities.  This version is about 300 words longer, with better explained mechanics and some artwork.

AI Disclosure

I used AI in some of the idea generation process for certain table entries, but only used those ideas as a point of reference.  However, it is likely that some of that text made it through to the finished product, hence the disclosure in the metadata.
I also used AI to test game balance through simulations of multiple runs using the game's final ruleset after playtesting it myself.

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Click download now to get access to the following files:

Harmonizer no9.pdf 4 MB
Harmonizer no9 (Post-Jam Edition).pdf 5.1 MB

Development log

Comments

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First of all, I have to say that your PDF is wonderfully organized. Everything is clean, well spaced, and easy to follow. It was genuinely a pleasure to read.

I really like the way you integrated the ingredients. Masks as a psychic way of hiding yourself from the Phantoms feels really clever, almost like a supernatural stealth ability. I also love the exploration loop and discovering what you'll encounter through the 2d6 tables. It makes me want to keep exploring the planet.

I'm not entirely convinced that having your spirit torn from your body is what I naturally imagine as a Molt, but I do appreciate the wordplay and how it fits the world's history.

I did have two small questions while reading. I had a little trouble understanding the Challenge Pool mechanic. A short example of play would probably make it click right away.

I was also a little unsure about the purpose of harmonizing with the Echoes. I understand that you're recovering relics from a lost civilization, but I'd have loved a little more explanation about what harmonizing actually represents in the fiction and why Harmonizers are uniquely able to do it.

Overall, I really enjoyed reading it. It has a great sci-fi atmosphere. 😊

(+1)

Hi and thanks for the notes.  I will definitely plan on making those changes.

Definitely an example of the challenge pool mechanic, since it is a little different than most dice systems I've seen.

To answer your question here, I kind of imagined it like rolling both pools and matching up same dice to cancel each other out.  Of course, when I played with limited dice, I just kept track of the challenge pool's numbers and then rolled my own dice 1 or 2 at a time until I reached my cap and kept track of the numbers while doing so.  Less thematic, but it worked.  I'll include both methods, since I can't expect folks to have like 13+ six sided dice lying around.

On the harmonizing topic, I've been told that things make perfect sense in my noggin, but I often don't form the appropriate connections when I put pen to paper.  Looking over it, I also see that I haven't been super clear about that.

To answer your second question: The molting tore people's spirits from their bodies and made them phantoms.  I imagined in my head that some spirits (or their memories) were tied up inside objects.  Like benevolent phantoms or parts of them that remained connected to the world and their person-hood.  So, harmonizing with those memories was a way to pacify them from being frightened or connect with their thought patterns enough to be able to hold the object without it reacting negatively to you.

One movie this system drew inspiration from was Final Fantasy: The Spirits Within.

I hope my answers to your questions were adequate.

On that note, overall, thanks for taking a look at my game.  Once the jam concludes, I plan to tackle these things and create a post-jam version with a slightly higher word-count with some gameplay examples, lore, thematically placed flavor text, and maybe an illustration here or there.

Thank you so much for taking the time to explain everything!

It makes a lot more sense now. I really like the idea that the Echoes are benevolent remnants of people still attached to artifacts, and that Harmonizers must resonate with them to safely recover those relics. That's a really evocative concept, and I think it will come across much more clearly once you expand that part of the lore.

The Challenge Pool explanation also cleared up my confusion immediately. I think a gameplay example will make it click for future readers.

I'm really looking forward to reading the post-jam version. I think the foundations are already very strong, and with a few more examples and a little more lore, it will be even easier to immerse yourself in your world.

Thanks again, and good luck with the post-jam update! 😊