Review of Song of the Scryptwyrm

Review: Song of the Scryptwyrm

A standalone sequel to the award winning The Librarian’s Apprentice, Song of the Scryptwyrm takes you on an explorative mystery through The Great Library in search of an elusive thief – will you catch them in time to save The Scryptwyrm? 

Note: This review is completed based on a playtest of the near-completed game, but it does reflect the story, mechanics, ect from a prototype.  The final game may have some slight differences from the version described here.

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Song of the Scryptwyrm at a glance

audience: all ages, about 8+ independantly
setting: the great library
character: an apprentice librarian
mechanic: d6 dice pool, cards
time: ~15 minutes to learn, 30-60 minutes to play, single adventure with lots of replay value (will change each time)

Target audience for Song of the Scryptwyrm

Song of the Scryptwyrm by Almost Bedtime Theater is a solo journaling TTRPG, which means it is intended for one player to complete on their own by reading, using randomization to create reactions with the story, and journaling responses to prompts.  

It has a very all-ages vibe (so, young players and adults) with the reading level being probably about 4th grade and up (which is the point in many US schools where students are expected to be able to effectively read for learning other topics versus learning how to read).  

This is your game now; change it any way you want.  If you're having fun, you're playing it right!

That said, for playing with younger kids or kids who are still learning to read, it is totally possible to play this as a duet, like with many other solo journaling TTRPGs OR can get a bit of help from a facilitator.  For example, my kiddo is 6 years old and is now a pretty strong reader, but kiddo also has a hard time remembering steps that were read, so I would ask kiddo to read some of the prompts or tables, but I may still facilitate the turn order and helping with the rules so kiddo can focus on reading.

Content-wise, this is pretty PG rated, and while there can be some exciting and challenging events depending on where you take the narration, there’s not really any required combat or violence, and YOU get to determine what the tone the story takes through your journaling (so you can tailor the content to what you want). 

Setting for Song of the Scryptwyrm

Song of the Scryptwyrm is set in The Great Library (the very same from The Librarian’s Apprentice) just after a major heist that threatens the library and one of its very important inhabitants!  You’ll be exploring the magical and chaotic stacks as you quest forward in search of the thief.

One note here is that while the setting takes place in The Great Library and ties to The Librarian’s Apprentice, it is not required to play or own The Librarian’s Apprentice in order to play this game; Song of the Scryptwyrm can very much act as a standalone with both story and mechanics from the original game OR can be a continuation and rich side quest from any adventures you may have had in the first game.  It works for both options equally well.

Your character in Song of the Scryptwyrm

In Song of the Scryptwyrm, you’ll be playing as one of the apprentice librarians of The Great Library, and you have been chosen by fate to complete a very important mission.   

Beyond this core quest, you’ll answer prompts about how your character relates to others in The Library, and you’ll choose how your skills are set up… and then you are on your way!

The character sheet for your character in Song of the Scyptwyrm is VERY easy to follow with check boxes for tracking your dice pool and any trouble you get into, a log for clues that you find while uncovering the mystery, and space to take notes.  It’s well organized with just enough words to track key features; the character sheet is a functional and effective tool that supports and drives the story without being overwhelming.

Mechanics in Song of the Scryptwyrm

Song of the Scryptwyrm relies on a few core mechanics to make game play exciting, suspenseful, and story-focused.  Throughout the game, you’ll be using a set of cards (either the unique ones that come with the game or part of a standard deck of playing cards) and a d6 dice pool.  

Looking first at the dice pool, when you want to search and area for a clue, you’ll roll dice equivalent to the size of your dice pool for your chosen skill and then determine your result (finding a clue or finding trouble) based on the highest number rolled (so it’s an xd6, choose the highest).  If you find a clue, you get to mark this off on your character sheet under the investigation tracking section to signify that you’re closing in on the thief!  If you find trouble, you’ll check a box in the trouble section to signify that the thief may be trying to foil you… or that The Library is not quite cooperating in your quest.  Too much trouble and… you could lose turns, lose dice, etc that will make it harder to catch the crook.

Image shows two tarot style cards adorned with symbols, warnings, scribbles, and more

For the card deck, this has a couple functions in the game, the first of which being a prompt generator.  When you explore a location, you’ll have two cards that contain A LOT of different meanings within them.  If using the game-specific deck, they’re covered in wonderful art that feels like its living, chaotic scrapbook, and, if using a standard card deck, you’ll have a table available that shows all the options for that card.  From the cards that you’re using, you’ll then choose an element from each to incorporate into your narration of the room (term used loosely) that you are searching, giving you a set of narrative prompts that allow you a great deal of control over the story’s direction.

The cards ALSO have another function where, amongst the symbols and treasures depicted on them, are yes, no, maybe, etc answers.  This means that you have another randomization built in for answering questions that you would normally ask to the GM.  For example, if there’s another character in the room that you’re in, and you suspect that they might know something about the theft, you question them and use the card deck to act as their responses or see if they do know something.  I really enjoyed this oracle deck mechanic, particularly because it was integrated into another randomization element of the game, reducing the supplies needed and keeping the mechanic contained within something already familiar to the game.

Overall thoughts on Song of the Scryptwyrm

Tupo infestation sign that was decorating a page in the game

Song of the Scryptwyrm starts off with a lyrical story that beautifully sets the tone and then teaches you how to play as you go.  It’s full of hidden elements between the pages (like torn bits from one page showing up on another) and documents in various states and forms – basically, the layout itself tells its own story and has a magic to it as well.

Mechanics and the character were easy to understand, and, when I played, I ended the game only having enough clues to make a guess about the identity of the burglar… and I had a “success + consequence” at the end.  And this was VERY satisfying.  I got to continue to tell more of the story, and it felt meaningful that the setbacks that happened throughout the adventure did impact the ending, and it made sense why.

I really enjoyed getting to check this out and be a small part of the development by providing some playtest feedback, and I am looking forward to the final version of the game.  If you like solo journaling games or stories with a mix of magic and sarcasm (i.e. Discworld), I highly recommend checking out Song of the Scryptwyrm!

Find a copy of Song of the Scryptwyrm

At the time of posting this, Song of the Scryptwyrm is currently funding a print release of the game on Backerkit, and you can find the campaign here!

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