This game is an outstanding instance of Breathless. If you need to feel the danger and continuous tension and adrenaline of a dungeon crawl, this is definitely the game to look for!
Loreseed Workshop
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You got it totally right!
As for the expansion… I actually drafted a “Beyond the Void” expansion with many rules like “passengers transport”, “market competition” and “fleet management”
Since my schedule is very packed I don’t plan to release it till next year, but I loaded the text in a shared gdocs, you can find it here:
https://docs.google.com/document/d/1giKYO-ZWM6zGUfm0g5zpt4Ire0XfkGwk7UyBsaenl2I/edit?usp=sharing
any feedback is very welcomed!
Thanks for the detailed feedback! Really appreciate you taking the time to read through it carefully.
1. Links in the doc - I’m not quite sure I understand what you mean here. Could you clarify what kind of links you’re looking for and where? The doc is meant to be standalone and system-agnostic, so I want to make sure I understand the suggestion before considering it.
2. +/- notation for tag changes - I like that! Using [N:Jonah|+captured] or [N:Jonah|-wounded] is definitely clearer than just [N:Jonah|captured] when you want to show incremental changes. That’s a nice extension of the notation—feel free to use it! As with everything in the system, if it makes your logs clearer, adopt it. The notation is flexible, so anyone can adapt it as they see fit.
3. Mythic GME random events (doubles below Chaos Factor) - Are you asking how to record the random event when it triggers, or how to track whether it’s likely to trigger? Just want to make sure I understand before I give you a good answer!
If you mean recording the event itself, I’d use:
? Is the merchant trustworthy?
d: Fate chart d100=33 (Chaos 5) => Yes
(note: rolled doubles below CF - random event!)
gen: Mythic Event d100=45,78 => NPC Action / Betray
=> The merchant nods yes, but I notice him signal to someone in the back.
[N:Merchant|duplicitous]
4. PC stats tracking - In my logs, I only track variable stats in tags (HP, ammo, status conditions). Static stuff like your Strength score or skill bonuses I keep in a separate character sheet.
That said, you can absolutely track everything if you want! Some people do [PC:Alex|STR 16|DEX 14|HP 20|Gear:Sword,Shield] on first mention. It’s really about what serves your play—the notation is flexible and anyone can adapt it as they see fit to match their specific needs.
Let me know if I can clarify anything else!
Great question! Prompt-based journaling games like Wretched & Alone and Carta work a bit differently, but the notation adapts well. I see two main approaches:
Option 1: Using the mechanics symbol d: to note the prompt draw
This treats the prompt as a mechanical element that triggers the journaling:
S1 *Day 3, supplies running low*
d: Draw card: 7♠ - "A sound in the distance"
=> I hear scraping metal beyond the walls.
My hands shake as I write this.
The sound is getting closer.
d: Tower token check => FAIL (6 tokens placed)
[Tower:Stability 6/10]
Option 2: Using a custom symbol like gen: or tab:
For systems where the prompt IS the core mechanic:
S1 *Day 3, supplies running low*
tab: 7♠ - "A sound in the distance"
=> I hear scraping metal beyond the walls.
My hands shake as I write this.
The sound is getting closer.
d: Tower check => FAIL (6 tokens placed)
[Tower:Stability 6/10]
For Carta-style games (map exploration):
S1 *Entering the ruins*
tab: 3♦ - Forest tile - "Ancient stones"
[L:Stone Circle|mysterious|overgrown]
=> I discover a clearing with weathered standing stones.
Moss covers strange symbols I cannot read.
? Are there signs of recent visitors?
-> Yes, but... (low roll)
=> Fresh flowers at the base, but whoever left them is long gone.
[Thread:Mysterious Visitor|Open]
Both approaches work! The first keeps everything within the existing notation, the second makes prompt draws visually distinct if your game is heavily prompt-driven.
The key is: use what serves your play. If you develop a format that works well for you, I’d love to see it. Prompt-based games are definitely an area where the community could help expand the examples!
Reading this was incredibly moving. Thank you for holding We Were Here Once with such care and clarity—it means a lot to see it living in someone else’s hands and imagination like this. The idea that play can be a container for grief, not an escape from it, resonates deeply with why I made the game. Vashelek’s story, as you’ve told it here, carries a quiet dignity and warmth even in its final moments. That balance between loss and agency, collapse and creation, is exactly the space I hope we can keep exploring—together, and in our own time. Thank you again for this thoughtful reflection.





































