The air is thin. The smiles are weapons. And the assassin in the shadows will rarely be your problem. Your own reflection will.
The Oracle of Prudence is a solo journaling RPG built on the maxims of Baltasar Gracián, the 17th-century Jesuit who wrote the most ruthless self-help book ever published. You enter a court. You face a Rival who studies you. And for twenty-one turns, two dice open the Oracle's counsel and ask the only question that matters: what does your ego want to do, and what will you do instead?
Play the same campaign in the Velvet Trap (a baroque royal court), the Glass Tower (a corporate monolith) or the Void Station (a diplomatic outpost between warring fleets). The rules of power never change. Only the costume does.
Every turn ends in a maxim. When the campaign closes, you compile them onto a single page titled with your character's name: a pocket oracle in your own handwriting, paid for at full price. No two campaigns will ever write the same one.
Twenty-one turns. Two six-sided dice. A journal, a pencil and your composure. Quotations verified from the public domain 1892 Jacobs translation. For players of prompt-driven solo journaling games and readers who keep Gracián on the desk, not the shelf.
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Paperback. Zustand: new. Paperback. The air is thin. The smiles are weapons. And the assassin in the shadows will rarely be your problem. Your own reflection will.The Oracle of Prudence is a solo journaling RPG built on the maxims of Baltasar Gracian, the 17th-century Jesuit who wrote the most ruthless self-help book ever published. You enter a court. You face a Rival who studies you. And for twenty-one turns, two dice open the Oracle's counsel and ask the only question that matters: what does your ego want to do, and what will you do instead?How it playsRoll two dice, open one of thirty leaves of counsel, and choose between options with real costs. Every choice trades one power for another: Concealment, Reputation, Vigilance.Roll doubles and your own discipline breaks. Debts are collected. Maxima fall. You write a maxim you will keep.Your Rival evolves on a schedule, and the final test targets your weakest power, because a true enemy strikes exactly where your armor is broken.Three courts, one gamePlay the same campaign in the Velvet Trap (a baroque royal court), the Glass Tower (a corporate monolith) or the Void Station (a diplomatic outpost between warring fleets). The rules of power never change. Only the costume does.You leave with a book of your ownEvery turn ends in a maxim. When the campaign closes, you compile them onto a single page titled with your character's name: a pocket oracle in your own handwriting, paid for at full price. No two campaigns will ever write the same one.Twenty-one turns. Two six-sided dice. A journal, a pencil and your composure. Quotations verified from the public domain 1892 Jacobs translation. For players of prompt-driven solo journaling games and readers who keep Gracian on the desk, not the shelf. This item is printed on demand. Shipping may be from our UK warehouse or from our Australian or US warehouses, depending on stock availability. Bestandsnummer des Verkäufers 9798186761754
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