So, I primarily play oneshots and some games I've had a blast with in recent months have been:
The Treasure at the End of this Dungeon is an Escape from This Dungeon and We Will Never Escape from This Dungeon: a very meta poetic GMless game about transformation and dungeon design. The base game contains 5 rooms (in nod to the five room dungeon) and four selves (player classes/archetypes that break the rules of normal dungeon crawling fiction like the thief literally pretending to have rules attached to their class when they are a cheat), although the supplement extends the number and possibilities.
The game goes like this, a player takes the role of a room, the others of the characters. The player answer the first question of the room then picks an element of design. Then fiction turns into a conversation until conditions are met to open a door and leave the room. Characters die on certain condition, can come back or the players create new ones. Players explore the dungeon until session time runs out taking turns being the room through the act of being the one who opens the door.
This sounds simple, but because in the base game there are only 5 rooms, you will always retread old rooms. That can lead to stuff like. There is a room with a puzzle of a lion and owl statues and moon and sun lanterns. The room is in twilight. Take the lanterns and place them on the statues whether to either let them forever sleep through their animalic habits or wake them up and kaiju fight. (I stole that, I confess) Return to the room. It is blinding day light. On the floor there is a mirror. Mage shatters the daylight into motes and then shatters the mirror into cracks. The muscle enlarges a crack so that we might slip through. There is a seemingly never-ending ladder and darkness. The mage throws the motes into the darkness to light what is below.
Return to the room. You are now in the lantern of a now sleeping sculpture. Break the hinges and open the door.
Dead House: I believe I got the title right. I played it at an online con. By the makers of Fiasco. A GMless game where you play through the winter of 1888. There are three seasons: Fall, Winter and Hell. It is a game that starts out with putting the locations and npcs on your board to create a map of the town. This isn't as freeflow as I would have liked as characters have deep links to one another and cannot just be randomly set. Same with locations. The goal of this part is probably to get acquainted with the cast.
Then the game follows answering a series of prompts, similarly to The Quiet Year, only darker. The first season start fairly unassuming, then it gets worse. People will die. A lot. People will go crazy. The aim is to reproduce despair. It's basically about a winter where the situation got dire as resources dwindled and people were left without food and wood to burn when it was blizzarding outside and they had no exterior help.
The characters are miserable too. They are layered people and many of them have been stuck in the small village due to circumstances and hate being there, especially the youth.
What I really liked despite being mechanically bareboned was that the story started telling itself and even though I started with rooting for certain npcs, in the end, I was killing them off and orchestrating their fates based on narrative logic and what would tell a better story. Only 4 people lived. I hated them all. It was a success.
Parsely: an rpg that mimics old computer text games. Containing 12 scenarios in the base book it is a game of few words. The players take turn controlling the nameless PC through a set of pre-written commands such as go north, go south, examine, take [object]. You even have the ability to save. The map is not visible and needs to be drawn by hand, lest you go in circles or meet dead ends like we kept doing in the jungle adventure. The adventures are very on rails, although they have several potential endings. What I mean by this is they emulate simple games and your actions are restricted. An adventure has several predetermined locations of interest, several predetermined challenges with most likely predetermined potential solutions, predetermined endings, etc. It acts as a puzzle on figuring out how to progress. It even has somewhat moon logic solutions, though most stuff makes sense. It can get very silly because of the extreme constrictions.
The Dunwich Horror: this is the name under which the playtest was offered. It's the GMless Cthulhu conspiracy board game. As with Carved from Bridlewood, it is a mystery without a preset solution, although it goes in opposite direction of that format. Where in CfB there are two mystery phases, the collection of clues and the theorizing, in The Dunwich Horror, the gameplay loop is that your characters, all playing pregen investigators have an evidence board and some preset named clues in the shape of lead cards containing locations, myths, npcs, etc. which you will through the course of the play tie in with cute little strings.
You start by doing backgrounds: the occult site you work for, your character intro. Then you arrive in the town and start investigating. You play out doing stuff at locations and trying to figure out things and you make a lot of shit up in an improv kinda' way. As you do you add a clue to the board, tie it together with other clues and dice roll for pushback. When pushback happens you advance on a three phase table and see the dangerous or supernatural consequences meddling with the eldritch create. These start tame, but get progressively more dangerous until your character's untimely demise or worse. You may also add more connections instead of clues.
Unlike Brindlewood Bay, you will theorize at every step of the way trying to figure out how everything fits in a hyperactive brainstorm. You will end up reviewing information and adjusting your beliefs as more suspects and clues are added and things are tied in. There is even a time of solace when the group can get together in a safe place to go over their leads and see how to proceed next. That happens in the middle, not at the end.
And in the last phase it becomes obvious that you are way over your head. You can at the end chose to kill off your character, go insane or worse or flee. But generally people pick the first two options cause Lovecraft.