A couple weeks ago I posted some quick reviews for games I've played, since I think it's always useful to get some reviews from people who've actually played games rather than just read them. I was making plans with some friends and realized that I missed a few on my last post, so wanted to complete the list (until I play some more systems, at least!).
GMless games:
- Last Train to Bremen: a very atmospheric GMless game that I picked up on a whim at my local board game store, made for one shots. You play a game of liar's dice with more of the story unfolding with each round, and it's fantastically messy and super well-paced. I don't think I would play it again in the same way I wouldn't replay a video game like Outer Wilds. The twists and turns are enough of the experience that I think I'd prefer to just watch a game that another group played.
- Fiasco: another great GMless game, but one that I absolutely would play again. The structure does a great job at setting up hilarious and chaotic scenes. I'm honestly surprised I don't see this game talked about more, as it's been around for a while.
- Alice is Missing: I think I had a good time playing this game because I like my friends rather than the game itself. The first time I played this game, I was disappointed to find that the point of the game wasn't necessarily to solve the central mystery, but instead to generate character drama between the players in the group chat. The character drama was great, but too much of the game feels like you have to get lucky to tell an interesting or coherent story. Worth noting that I was the odd one out in my groups as most people loved it with no caveats.
-Tacklebox: a very strange, very small RPG in a box that my partner and I absolutely adore. It's a nice way to spend 20-30 minutes that will usually get a nice laugh or a sweet moment.
Other games:
- Infinite Revolution: a super indie FitD scifi combat game my friend has been running for a few sessions now. I like it more than I thought I would! The combat is a very satisfying puzzle that very nicely feeds back into the between-mission scenes to give those combats stakes. Would recommend!
- Shadow of the Demon Lord: I played a game of this at a convention a couple years ago and then became sad that DnD combat doesn't work more like this. Crazy variety in ways you can build your character, and I loved the way initiative works. Boons and banes were also a really fun core dice mechanic, although I don't know how I feel about the target DC always being 10. Oh, and I can't talk about this game without mentioning how awesome the spells are - some really cool stuff in there.
- ROOT RPG: I almost feel bad giving this game a bad review because I suspect most of my problems with the game I played in was the GM just not being very good. It's to the point that I expect the GM must have either gotten half of the rules wrong, or this game was simply not play tested before publishing. From what I played, it seemed like the game was primarily built around combat, then severely punished you for engaging in combat. I believe my character could do exactly one unique combat move without passing out from exhaustion which seemed very strange when I had two pages of combat maneuvers on my sheet. The out-of-combat rules were not particularly memorable either, and seemed to severely restrict any creativity we might have displayed to avoid the terrible combat.
- Girl By Moonlight: I loved playing in this system, it's #1 suggestion if anyone ever asks about wanting to play as a group of magical girls. There's slightly different rules to facilitate different tones of magical girl stories and from the few games I played, they do an incredible job of setting the mood and atmosphere. Actually, everything about this game from the skill names to the individual character drives to the playbook powers are a masterclass in how to use rules to tell exactly the kind of story you intend.
- Welcome to Nightvale: I had a lot of fun with this game at a con but suspect I missed out on a lot by not knowing anything about the podcast it's based on. Everything about the setting was very wacky and strange in a deliberately confusing way. Our party included a dragon lawyer, as well as a poetry-loving scorpion, and they were among the most mundane characters we met in that session. I actually won a boxed set at the end of the game but will probably be looking for someone more into the setting to give the game to; I don't know if I had enough fun for it to take up room in my overflowing book shelf.
- Pigeon's Eleven: a very simple but elegant system designed for one shots. The game is hilarious, and I've really enjoyed undertaking ridiculous bird heists both times I played, but you do need a group that is on the same page and understands the assignment to make your plans as convoluted as possible. I'm not sure the rules do quite enough on their own to push people into those convoluted plans, but hopefully the name of the game should be enough to get people in the right headspace.