on Dream Askew by Avery Mcdaldno.
Some thoughts:
1. I am not the target demographic, and that is awesome. A lot of this is at the edge of my standard comforts, and forces me to think. I like that, but it is harder.
2. No stats, no dice, and no GM. This is beautiful. I can play this with three people.
3. Wait, Raven? What's Raven? What does gargoyle mean? Uh oh.
4. with only 4 questions to ask each other, we have to repeat. More would be nice.
5. With the distributed fronts, I gt the Queer Enclave. I need to write down a bunch of names (of course), and there's not a good place to do it.
Basically, for a short hack of AW playable in a single session about what happens when the end of the world comes, and how people react? Absolutely fantastic.
Not quite what I was looking for when I stumbled across it. That it is so close to the apocalypse makes the characters much more relateable, which is great. Still, I want playbooks like the hard holder -- which I'm not sure can exist within the queer enclave.
There are stories that this makes possible that are hard, if not impossible, in standard AW. There's a sense of equality among the players that you don't get in a game with a GM. Still, there are stories I want that aren't here.
Rowan Cota , who asked.
Thursday, February 11, 2016
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I REALLY love the distributed GM aspect, and I'm super excited to hear it worked for you too!
ReplyDeleteI like that it's about building something in the apocalypse instead of how everything is pointless.
ReplyDeleteRowan Cota Heck yeah. The distributed fronts (for lack of better jargon) was exactly what i was hoping for in something like this.
ReplyDeleteRobert Bohl True!
one thing I really enjoy about AW that I didn't see here is something like the Wealth move from the hard holder: pick from this list one or two bad things that happens, and we'll deal with it in play.
I think that'd be doable with moves that give you tokens for choosing bad options. But, as the moves generally don't have description or mechanics (other than hard/normal/soft), that'd be dicey.
My group had a hard time grokking this game. The GMful dynamics worked well, but I think we decided the Strong/Regular/Weak moves economy wasn't meaty enough for us.
ReplyDeleteMichael Harrel I want more, too. I think I get the design decisions, at least in broad strokes. But, yeah, i want something a bit meatier. This game makes Monster Hearts look meaty!
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