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Lonely TTRPG EP 26 - Pilgrimage of the Sun Guard by Amanda P
Episode 2616th September 2022 • Lonely TTRPG • Black Dragon Dungeon Company
00:00:00 00:47:16

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Quests in King Arthur stories are about ideals, conflict and temptation. 

Pilgrimage of the Sun Guard is a solo prompt-based journaling game where you create a Sun Guard and travel alone on a quest, attempting to hold to your Code until you reach the end, facing trials and complications along the way.  

You are the last Sun Guard. Will you take up the mantle and ride the ancient roads?

Thoughts: This is a great journaling game. The prompts create a strong, cohesive narrative that is pretty perfect for those looking to get into journaling games for the first time.

You can find Pilgrimage of the Sun Guard at https://weirdwonder.itch.io/sunguard.

BDDC logo by https://www.instagram.com/craftyteapotfox/

You can find us on Twitter @bddc_pod

You can support us on Patreon https://patreon.com/blackdragondungeoncompany for early releases and exclusive content.



This podcast uses the following third-party services for analysis:

Podcorn - https://podcorn.com/privacy
Chartable - https://chartable.com/privacy

Transcripts

SteelStash:

Greetings, weary wanderer and welcome back to lonely.

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TT RPG, the solo actual play and review podcast.

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This week, we are playing pilgrimage of the Sun guard by Amanda P.

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Now pilgrimage of the Sun guard is a solo prompt based journaling game,

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where you create a Sun guard and travel alone on a quest attempting to hold

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your code until you reach the end facing trials and complications along

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the way you were the last Sun guard.

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Will you take up the mantle and ride the ancient roads?

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Upon a great Mesa, a crumbling keep emblazoned with fading

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symbols of a many rayed sun.

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The spinnerets were once blazing gold, a proud embodiment of a great order.

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Now fallen into days of lesser influence the halls once echoed with the laughter

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of men at arms, the declarations of solar scholars, the warmth of many hearths

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that now sit bereft of heat and tinder.

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The empire before it eroded like a slowly aging ruin was full of such orderly

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halls and the stories of the realm echoed with their warriors and scholars.

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Great feats.

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You are one of the last vouchsafed members of a great order though.

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You have only known it in its later days.

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The Empire's chaotic disillusion, a distant memory from your childhood.

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A strange messenger has arrived calling the Sun Guard to ride the ancient roads

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and you are the only one fit enough to follow the quest, wherever it may lead.

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So for gameplay.

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This is a game about going on a quest and doing great deeds before winter comes.

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It's about attempting to act virtuously despite temptations to violate your code.

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The game is about learning from mistakes, not sinking into despair.

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You are going to need two D six one D eight one D four, a piece

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of paper, a writing instrument, and some background music to help

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frame a quest of great deeds.

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While questing, you will visit places, experience challenges, and spend

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resources to address those challenges.

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Your resources are might, which is your strength and agility.

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guile your cleverness and social intelligence honor.

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Your perceived trustworthiness and time.

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The weeks that the roads are passable,

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as you travel, you will attempt to earn deeds of renowned.

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Deeds are short phrases that describe your actions to resolve specific prompts.

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They demonstrate your prowess and you'll want to gain as many

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as possible on your pilgrimage.

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So the way play works is you're going to go to the location listed

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in the book and spend one time.

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Then you're gonna roll two D six, add up the dice.

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And that is going to be your first prompt.

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Read the prompt, follow the directions at each location.

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You'll roll for two prompts unless otherwise directed.

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If you get the same prompt, go ahead.

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And re-roll prompts are based around choices.

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Your characters would make on their journey.

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You'll spend and gain resources and earn deeds of renowned.

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. A few deed.

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Examples might be cleanser of the sacred shrine.

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Or Slayer of the dread knight, record these on your character

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sheet for each location.

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You're going to write a brief summary of what happened once everything's all done.

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Now, when you run out of all resources, including time, your character can

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choose to end their quest or break their code to regain resources.

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So if you run out of resources and you choose to break your code, what you're

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gonna do is you're gonna roll one D six to determine how you broke your code.

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After answering that prompt, you're gonna roll a D six and

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recover that many resources.

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So for example, you answer the code prompt and you roll a four, so you can

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recover one might one time and two guile.

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At that point, you're just going to return to where you were on the

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pilgrimage and continue your journey

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for the rest of the book.

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We got character creation ideas to help spark your character

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and get into their mindset.

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Some name generators, some descriptor generators, and then

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your various locations, which we will see most of as we play through.

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So without further ado, we're gonna go ahead and transition into our gameplay.

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I've already set up my character sheet.

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So when you're creating your character, you're gonna roll two D

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six and that's going to determine how many resources you get.

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And then you start out with six time.

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So starting at the top, we have to first choose

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our name.

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So for the name, if you use the name generator, which we will on

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this, you are gonna roll a D six.

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You're gonna roll one D six to select what row you're choosing from another

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D six to select the column, and then a final D six to select your name.

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So we are just gonna roll three D six and just treat them in order.

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And we got 3, 3, 4, so.

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That first three is gonna be the second row.

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That second three will be the third column and the four will

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be our name, which is Florencio.

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And we're gonna go ahead and add our descriptor to that right now.

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And the descriptor generator, same rules.

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We're gonna roll three D six and that will determine row column and descriptor.

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And we got 2, 1 6.

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So that two is gonna be the first row.

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One is gonna be the first column and six will be the descriptor, which is Valiant.

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Florencio the Valiant, not a bad name right there.

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That sounds like a good knight.

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Next we need to choose our background.

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There are four backgrounds in the book, apprentice, romantic,

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cloistered, and veteran.

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So we'll just roll one D four to determine that I was kind of leaning

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towards the veteran, but we're letting fate decide everything here.

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And instead I get the apprentice.

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Now, our background is also gonna give us our code and the apprentice

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code is to prove oneself to other people through great deeds.

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And then we're gonna select two of the listed traits, which is eager,

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curious, courageous, and immature.

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So I think I'm gonna go with eager and courageous.

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That seems like they fit well with our Valiant tag.

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And then finally our cherished item

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is listed as a handmade item.

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So what shall we do for this handmade item?

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So I think for this handmade item, we are gonna go with our cloak

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and we made this cloak ourself, and it is emblazed with the symbol of the Sun Guard.

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We are an eager apprentice.

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We really want to prove ourself.

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And as part of that, we use some of our time to make this cloak.

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We, we made this cloak, we emblazoned it with the Sun Guard

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symbol and that's just part of our,

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attempts at trying to live up to the moniker.

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We have given ourselves as Valiant.

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Now, what we're gonna do is roll two D six in order to

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determine our resource pool size.

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And we got one, one snake eyes.

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So that is a total of two resources.

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So I think we're gonna go ahead and put one in might and one in honor,

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guile doesn't seem like it suits us.

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I probably should have gone with immature as one of my traits, but

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we like to think that we are honorable and mighty.

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It all fits in with the, it all fits in with the valiant ideals.

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That we're trying to live up to.

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Unfortunately, as Socrates once said, an untested virtue is no virtue at

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all and our virtues are untested.

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So we don't realize how low they actually are,

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but the Brightside is we will be able to see what happens when we

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run outta resources, because we are going to run out of resources.

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Now, there is a page for sparks, for character ideas.

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We're not gonna roll on any of those.

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I think we already have a pretty good idea of who Florencio is.

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He is a young man who has read the stories, who knows

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the Sun Guard by reputation.

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And he wants to prove himself as worthy of being a part of it and

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wants to be seen by others as worthy of being part of the Sun Guard.

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And with that, we start off with our departure censures of smoke in bees,

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wax candles, burn, in the remote mountaintop, shrine of the Sun Guard.

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The sun hangs low waiting to rise on the horizon.

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The sword saint Azos blade, heavily presses on each of your shoulders.

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As you kneel on the cold slate tiles.

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Placing the sword down the sword Saint declaims thus voice

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echoing in the smokey hall.

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The messenger has come.

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The signs are here.

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It is time to reclaim the ancient right of the Sun Guard to pilgrimage,

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to our ancient shrine in the frost cliffs to declare the deeds

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done in the light of the sun.

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Go ride the ancient road, do right by all.

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You meet.

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Be Valiant.

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Be true.

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Hold to your code.

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Anointing your forehead in oil, the sword Saint declares, and a singing tone,

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the visions and signs for your vouch.

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Safed quest.

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The signs of the sun you are under,

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and now we get to roll for those.

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So that's gonna be two D eight

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and we got five and seven.

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I see abundant hope.

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I see rushing water over worn stones.

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And if we have a chance to incorporate the prophecies motif into a prompt response,

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we can avoid marking one resource.

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We can do this once per motif.

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So that's nice.

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That's actually gonna be really helpful.

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As I don't have a whole lot of resources.

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So being able to being able to use these two in order to avoid losing

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some resource, be very helpful.

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And with the sword saints words ringing in your ears, you Mount

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your horse and apart riding over the edges of all, you have known down the

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rough Mesa rose to the great beyond how do you feel leaving everything

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behind and heading into the unknown?

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So Florencio, I think is feeling kind of nervous right now.

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It is the start of my journey.

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I do not know how long it will take.

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I only know the road, a road that I have never known except through

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story and fable my whole life.

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I have waited for this chance for this opportunity.

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And now at last it is upon me.

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I will not fail my order.

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I will not fail the Sun Guard.

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I will uphold the sword saints words.

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And with that, we are going to arrive at the desert.

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The desert lies before you and across the edges of your memory, the wind,

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sand, and heat consuming, your thoughts.

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You remember your last crossing, the grit and danger and steal yourself

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mark one time and roll two D six.

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You find our prompt.

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So already we are down one time and we are going to roll two d six,

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and we got a total of six on that.

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So with six, a Grove of large cacti, giant yellow eyes looking curiously

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from the hollows as the sun sinks below the horizon, they want tribute and

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whisper such in the depths of your mind.

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Do you make an offering?

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If not.

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How do their eyes haunt your dreams and spend one resource.

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As I travel to the desert, I find some solace in a Grove of cacti.

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As I sat there among their

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prickly bodies and admire this plant that has learned to live in the harshness of

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the sun's greatness from the darkness.

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I see these yellow eyes stare out at me inside my head.

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They demand the tribute.

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Give it to us.

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We demand it.

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We need, it wants to offer to us.

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If you wish to safely pass

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for this, I have nothing to give.

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No, would I, if I did, for I am a servant of the light and the sun

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that which hides in shadow and darkness, this, I cannot support this.

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I cannot offer tribute to, I may only offer tribute to the sun to the light.

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But these creatures, they hunt my dreams.

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My sleep is fitful and rough.

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I do not rest well, my progress it slows, or it is difficult to make good time in

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the desert even more so when one does not get enough sleep, when one does

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not recover from the heat of the day.

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And I'm going to say that the resource that I lose is time that these things

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force me to move more slowly.

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As I attempt to reconcile what the darkness actually hides with my mission.

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Now we continue our way across the desert and I get an eight

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one evening.

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You make camp in a shallow ravine out of sight from the road, the enumerable

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stars shine down on you in your way.

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What do you think about, do you wonder if you are seeing the

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same stars regain one resource

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outstanding.

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So I'm gonna go ahead and

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I'm gonna go ahead and put that under that resource under honor, as Florencio beds

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down for the night and stares up into the.

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Vastness of the cosmos laid out before him.

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It has been, it has been so long since I have truly looked up upon the heavens

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and seen such a sky while our sanctuary atop the Mesa offers a similar view.

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It is easy to lose yourself in the work and forget about the

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natural beauty that is around us.

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You forget that even in the dark of night, these stars shining upon us as

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our great stars shines down on us during the day a thousand suns layering down.

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Without protecting light.

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And with their view, I rededicate myself to my mission.

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I rededicate myself to that, which

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I seek, or it is important that I accomplish this, that the Sun Guard rises

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again as the sun shall rise in the east.

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So too, shall the sun guard rise once more

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and after days of riding through the desert,

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We finally see its edge and we move towards it.

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Crossing the threshold into these shadowy Pines, where the air is clean and smells

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of SAP drips of yesterday's rainfall fall slowly down onto your head from the trees.

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The sun seems far away now though, through the tightly woven bows

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mark one time and roll two six.

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So our first prompt is going to be an 11.

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The clattering of wooden wheels greet your ears as a humble cart,

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drawn by a donkey approaches.

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Pushing her glasses up and blowing a curl out of her face.

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A clear voice, lets you know, she's heading to assist a

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remote family with a birth.

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She shares a poltice with you before she heads on her way,

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regain one resource.

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So I'm gonna say that this resource is time.

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We're gonna give myself some more time here.

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Moving from the desert to the Pines.

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It was almost concerning for the sun.

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It became so far away.

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It seemed so far away hidden as it was by the trees, but the refreshing

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rainfall soothed, my parched lips.

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And as I traveled along the path, I met a woman, a healer who shared with me

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some medicine and that helped to ease the aches and pains of the desert crossing.

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It helped to ease my mind of the concerns that those shadowy

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creatures in the cacti had given me.

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And with renewed spirit, I was able to quickly move along the

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path for the road did not feel like such a burden in this area.

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And though the sun was far away, light still shown down upon us.

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For our second task, we got an eight

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lighting on the edges of your vision.

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A fantasm leads you to a rotting lodge inside a skeleton, wearing a dusty

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sleep robe lies, fallen a still full tobacco pipe, lying on the floor,

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profound, longing, fills the air.

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How do you appease the spirit so that it may find rest?

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And we will spend one resource here.

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And that resource I think is gonna be honor

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as Florencio kneels over the skeleton.

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. And performs a ritual.

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We're going to have like, yeah, we're gonna have Florencio

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He's going to pull these skeleton out of this rotting lodge so that it may

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be bathed in the light of the sun.

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And he's going to perform the he's gonna perform the funeral rights for this

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poor thing that has that has fallen.

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It is a terrible thing for a creature, for a man to die and remain in darkness.

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May the light of the sun shine down upon your form and give you the

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rest and peace that you desire may,

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may the pain that has clung to you like they dew of the morning, be burned away

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in the sun's glory so that you may find the rest so that you may find peace.

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And so that your torment may finally end and like a mist

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evaporating in the morning, sun.

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So too, does the fantasm evaporate as it drifts upward?

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And as we as we perform this funeral, right.

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I think that I think that because we are providing hope to this spirit

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that we're actually gonna activate our abundant hope sign, and we will use

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that in order to maintain our two honor.

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So we're actually not gonna spend any honor on this resource,

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because again, it is tied in with our abundant hope prophesy.

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And with that, we also get ourselves a deed, a deed of renowned.

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So I think we're, I think that deed's gonna be the soother of spirits.

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So we are now Florencio the Valiant soother of spirits,

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but we continue our travels.

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We continue our journey and we soon reach the edge of the forest and

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come upon a valley, rushing water, over stones and through the Reed.

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Creeks join to great rivers, flowing down from the frost cliffs beyond bloom.

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Surround you in the great river valley

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mark one time and roll for your prompts.

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So rolling.

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Two D six for our first prompt in the river valley, we got nine

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chanting.

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And self flagulating a group of monks in rough brown robes

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approach where you've made camp.

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They demand that you serve as their guardian until they reach the next town.

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Their capacity for violence is clear.

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How do you continue your quest while navigating their demands?

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Nothing like being way, laid by some monks.

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So we're supposed to spend one resource and one time for this.

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We're going to we're gonna go ahead and use our other prophecy.

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So.

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We cannot, we cannot outright refuse the monks.

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However,

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however, we are going to we are going to use some honor and speak with them.

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You, men of the cloth who come to spread the holy word, you

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come and you make demands of another, this, this is not right.

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This is no good for this.

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For this is not the way of aid and the way of the gods for the gods are like

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the rushing river carrying us along.

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And while we stay in the river and we work together, we are part of the river

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and we are part of the plan of the gods.

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But you, with your demands, you are like the stones who attempt to divert the river

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and divert it course and divert us away.

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And you think that just because you are in the river, that you are executing

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the will the river when you are not, for even the roughest sharpest stones

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that live in the river the gods will eventually smooth and the gods will

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change so that these rough edges, so that these proud stones become

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worn and the water is able to flow freely about them and over them.

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But while you may think that you are the rough stone, now this, I promise that

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you will soon become the worn stone.

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If you do not turn away from this path and rejoin the river

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and the will live the gods.

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But as a man of honor, I will make sure that nothing happens to you.

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As long as we travel along these same path.

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But to divert myself away from the river because a stone has appeared

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before me, this I cannot do.

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And so I think the monks will feel properly chastised and

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We will escort them

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along the way, but

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we do manage to, we do manage to get a little bit of respect, a

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little bit of begrudging respect, and they do not, they do not impede

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our progress where they recognize that we too are on a holy mission.

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So

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they.

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They do not cost us any time.

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And we also gain another deed of renowned for this.

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And what should this be?

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We're gonna go with speaker of the divine word, because we did use our

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prophecy and we did appeal to the religious nature of these monks.

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So Florencio the valiant soother of spirits and speaker of the divine word.

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Now for our next task, we got a five

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acrobats and colorful performers have set up a theater.

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The play is a farce critical of the local nobility, some guardsman

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approach, grim eyes and sharp blades.

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Ready?

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How do you help the performers escape?

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How does someone get hurt through your helping spend

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one resource and gain a deed?

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So this seems like a pretty clear might expenditure as Florencio

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inter poses himself between the guards and the performers.

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You will stand down for, this is nothing, but then act a play.

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And if the play is critical, so what it is nothing but words.

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If the great are truly great, then these words, they cannot hurt these words,

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these acts, they cannot do anything.

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All they can do is expose the truth that some wish to keep hidden, but to keep

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things hidden is an act of the shadow.

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And those who walk in the light,

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they fear not what is hidden or nothing is hidden from the light

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and Florencio will draw his sword and stand before the guards.

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And I think there's gonna be a little scuffle.

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I think one of the guards ends up getting getting hurt during the scuffle.

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But the performers are able to get a way and florencio has now definitely

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done a, done a great deed in front of others, like in front of others

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who were actually likely to speak of it, because the previous deeds that

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he did were all relatively minor.

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I mean, yes, he brought the monks into the town where the performers were

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performing at, but the monks, they don't seem like the type to go around and

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talk about how their change of heart came about and, you know, helping the

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spirit was a profoundly personal thing

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that I think Florencio only did because others would have

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run away from the spirit.

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But this, this was a chance for him to stand up in front of armed assailants

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and protect some normal people.

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And the fact that they were actors actors and bards would definitely help

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out as they would spread the word who knows this may become a play later on

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with Florencio as a star, but as for, as for our deed.

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We're gonna go with protector of the poor.

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It's not poor, like

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me and my need for alliteration.

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Let's go with protector of the oppressed and that will be our deed of renowned.

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But with that, that concludes our time in the river valley.

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And we, once again, Make our way forward this village.

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I'm gonna say this village is actually on the edge of the frost cliffs.

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So leaving the village, we begin ascending the frost cliffs.

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The late autumnal wind streaks through your bones.

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As you begin your climb with foreboding clouds, threatening snow, to cover

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the trail in the coming hours, mark one time and roll for your prompts.

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So for our first prompt, we're gonna get a nine.

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There is a figure in the ice flows that you see in brief reflections, a

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weird lean, one of power, a bargain is offered an exchange of power for time.

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What do you give up in exchange for more time with fair weather, spend one

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resource gain one time gain one deed.

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So,

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so honestly with this prompt, I don't think that Florencio would go for it.

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Making deeds or making deals with strange apparitions,

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all to avoid the threat of winter that.

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That doesn't feel like the Florencio who,

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who we've been playing.

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So

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I will spend the resource.

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I will spend my, like, I will spend my last honor point because I think, I think

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for Florencio it would be a point of honor that he would not accept this deal.

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I'm not going to take the time, but I will take the deed.

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So we're going to spend our spend our last honor and we will add the deed.

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We will add the deed of rejector of supernatural powers.

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As I travel through the early phases of the frost cliffs, I see a face,

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I see something in the ice and it glares at me with its cold blue eyes

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winter is coming faster than you can imagine

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time.

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What would you do for more?

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Would you take more time now?

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It is.

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But a simple offer

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trade with me something of value.

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I should give you one more week before cold...

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But this offer this offer I cannot take, for these supernatural powers,

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no one can change the course, the sun, no one can change the power of the sun.

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And for this creature you claim that it holds the ability to do such a thing.

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No, I reject this offer.

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I reject this promise of power promise of time.

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I will make it.

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I will make it in time and I will make it upon my own merits, not

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through the aid of those who claim authority over the sun's powers.

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Now rolling for our next task.

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We got an 11

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outstanding.

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So rough hewn is the mountain hermits humble home where he offers you shelter

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asking only for recent news of the road.

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What story do you share with him and regain one resource.

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So I think for this resource, I will regain some more honor as I sit with

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this hermit and news of the road.

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I mean, Florencio has plenty of news of the road.

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He's had quite the adventure.

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And I think I think as he and the hermit are talking that he would

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share most of the stories that

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the road it is, it is not as dangerous as it was for.

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These spirits or some of these spirits that have hunted the desert, they

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have, they have been put to rest.

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Those who would seek to way lay and impress others into

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service for protection.

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They have been dealt with the guards, the local guards who attempt to exert

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absolute authority over thoughts and opinions have been dealt with the roads.

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There are, that are much better from the people aspect, though.

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What you need to be careful of.

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My friend is that the supernatural, they, they abound.

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They hide in the ice.

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They hide in the shadows.

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These supernatural powers.

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They, they had in way too many places and it is not good.

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This, this is not good.

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So be sure to keep yourself to the light.

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But those who walk in the light have been learning their lessons and

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have been becoming better people.

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And after his night with the hermit,

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he leaves,

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he leaves the humble house and finally finds, carved into the mountain,

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a set of endless stairs up and up.

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Carved into the mountain, face thousands and thousands of stairs going around the

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mountain to the long abandoned hollowed halls of the Sun Guard at the bottom

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of these steps, a Warrior's encampment of the cruel dread arbitters of will

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a militant order of grim renown mark.

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One time roll one D six, to find your way to the steps and through the perilous

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danger, respond to the prompt and move on.

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Oh no.

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Oh no.

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I was so close.

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I was so close and I may be tripping at the finish line four.

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What does four do for me?

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You manage to find a caravan that leads up hopefully a secret way.

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Up the great precipice.

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How long are you in the caravan?

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Do you lose your way?

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Roll a D six one to three.

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You become lost four to six.

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You do not on high.

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Yes.

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That was a five.

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We do not become lost.

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When the guardian, as you, if you're worthy, do you tell

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the truth of your corruption?

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How do you convince the statue to let you pass unimpeded?

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Spend one resource two.

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If you got lost for a time and gain a deed.

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So the resource we will spend is our honor.

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Luckily we got some of that back after talking with the hermit.

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So we travel with this caravan for several days, blending in

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to get past the encampment.

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Finally, we make our way to a stair to the stairs where the statue,

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guards it halt before any may ascend to the temple of the sun guard

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you must declare your worth during your travels.

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Were you true to your code?

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Did you maintain, your honor?

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Did you find any corruption in your heart and soul along the travel and Florencio

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can honestly answer that he did not

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there is no corruption in my heart, for I have maintained my vows.

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I have maintained my code.

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I have fulfilled the signs of the prophecy that the sword saint revealed

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to me before my journey though, there were times when it was close, I managed

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to overcome and not fall and not to be tempted and not fall into the corruption

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and the stone statue.

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We will say

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stands, motionless and quiet for a minute before the sound of grating stone.

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fills the area, as it twists to the side, allowing us to pass.

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And with this, we gain one final deed

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and we're gonna go ahead and call that deed.

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The uncorrupted for we did not fall to corruption.

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And as we climb the stairs, we finally reached the shrine of these sun

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guards standing proudly at the top of the mountain, surveying the lands,

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the order once held guardianship over years, wars and opportunistic

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thievery have damaged a great hall.

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Stained glass and timbers stand resolute, but broken in many places.

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Some of the upper chambers have collapsed where warriors once

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prayed for guidance and restoration.

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As you look over the horizon, the sun gleams over the frost cliffs and

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across the valley below with the Mesa where your companions dwell distant,

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but visible upon this new day,

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a young voice calls to you with weary wisdom beyond its years Pilgrim.

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Do you come to offer your deeds?

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Lets us regard your countenance it is time for the judgment as

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you make your way inside the fallen rotting hall of your order.

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The rising sun shines through the broken stained glass illuminating

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colorful patterns on the worn rugs that cover the stone tile floors, a

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brisk wind chills you to the bone.

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You hear music though.

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There are no players.

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And see upon either side of you, a procession of spirits, old and young,

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your brethren who have quested the mage road before you, their faces are

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encouraging as you make your way down.

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The long path to the sanctum.

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And the last guardian at the center of the sanctum stands a giant

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brazer, which roars heartily with flame a voice cries out to you.

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How have you fallen low?

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What are your failures?

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What did you learn?

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And at this point, we would read aloud the moments where our code became corrupted.

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However, that did not happen for us.

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So we would answer, I have not fallen low.

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I have maintained my code.

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I have maintained my countenance.

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I have served with true faith of the sun.

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guard.

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What deeds have thou wrought pilgrim?

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Declare them.

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And as we declare our deeds after each a great shout comes

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from the assembled spirits and the fire pops with furious joy.

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I am.

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Florencio the Valiant the Soother of spirits,

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the speaker of the divine word, the protector of the oppressed, the

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rejector of supernatural powers.

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The uncorrupted.

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When you are finished, you feel a warm embrace and hear the whispered words.

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It is finished.

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As you open your eyes, the spirits have departed.

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The shrine is now made whole as it would've been in the

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glorious days of your order.

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Sanctified what happens next is for you and your companions to decide.

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The sun guards place in this new world order is yet to be forged.

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And that is pilgrimage of the sun guard.

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So this is, this is a lot more in depth of a journaling game where

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most of the other journaling games that we've done here have been very,

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very built along having a lot of prompts, but a lot of those prompts being not

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necessarily connected to anything this narrowed, the prompt range down to

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specific areas, and that allowed for those prompts to be able to be strung together

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for a definitely more cohesive story.

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We were able to get quite the cohesive story in this as

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Florencio conducts his pilgrimage.

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And so, yeah, no, this was, this was definitely really nice.

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This was definitely really fun.

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, it was definitely great to have just that story and that narrative

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come out without relying on a lot of ingenuity and connecting pieces.

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So that's definitely a strength for this.

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Now also kind of a weakness because the replay value for this seems a lot lower.

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Just because when you do have those random prompts and those random prompts aren't

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necessarily like designed to be stung together, finding, finding ways to connect

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that adds to the enjoyment of the game and like gives you a, like, gives you

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a reason to go and try again, because, you know, even if you get some of the

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same prompts, you're gonna get new ones.

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And so that's going to drastically affect how that story occurs.

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With this, with this, you do have the, you do have the limited

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and I say limited prompts.

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It's

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I mean, you have 11 prompts per section and four sections.

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So

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yeah, you have, you have 44 prompts total on this, but you can only get

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11 at a time and or for each section and you're rolling two of those.

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So there are only, so like there are only so many combinations you're gonna get,

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but despite all of that, it does allow you to create that stronger story easier.

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So if you are new to journaling games,

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This is definitely, this is definitely a good one to check out because it does

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have a lot of it does have a lot of strong narrative ties that helps out with.

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Then, of course like with journal, like with any journaling game,

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go as in depth as you want.

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I was a little bit extra on this.

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I'm not gonna lie.

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I, I did go a little bit extra with the , descriptions, but and the responses

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to the prompts, but, you know, that's because that's my enjoyment for this game.

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And that's, that's how I find fun in these journaling games.

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But like I said, really strong ability to build that narrative.

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Great for great, for people who haven't done, a lot of journaling games will wanna

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check out journaling games and kind of see what it's all about and like, just really

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get that really get that experience.

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So if you would like pilgrimage of the Sun Guard.

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You can find it on itch at weirdwonder.itch.io/sunguard.

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It is currently $8, but definitely go check it out.

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This is definitely a fun game.

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I did manage to pick it up in a bundle, so they do do bundles.

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So if nothing else put it on your wishlist, wait for

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it to pop up in a bundle.

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However,

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however, great game.

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Go check it out.

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Tell Amanda that SteelStash sent ya.

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And remember, I mustache y'all to stay awesome.