200 Words RPG Challenge - Charlie
Jun. 18th, 2018 11:16 pmAnd my next set:
| My Shortlist | Title | Comments |
| An Uneasy Council | Rule mechanics for wizards trying to deal with a problem. I would have liked some flavour text around who the Antagonist is. | |
| The Journey | A game about a dangerous journey, designed so that most of the characters will fall along the way and be mourned. I liked the match mechanic. | |
| Spin, Measure, Cut | The tale of a Hero's life, modelled on the Three Furies. There was a lot of moving dice around and forming dice pools and making discards | |
| which I found a bit hard to grok (might understand better in play.) | ||
| Hypoxia | A fast moving game of trying to escape from a death trap, using Jenga towers as the mechanic to ramp up tension. Sounds fun. | |
| y | The Stolen Tea Ceremony | Ah, a storytelling game that revolves around having a good cuppa. Just my cup of tea. :-) |
| The Afterlife stole Closure | A shared narrative game, sort of. It felt a bit "And Then There Were None"ish, with a deliberate disconnect of narrative in the middle. | |
| Spinning Down | A game about consuming the last of the Earth's resources. | |
| y | The GM’s Challenge rpg. | An instant game generator giving random tables neatly tied to the roll of a D6 |
| y | No Woman’s Land | A group of people trying to cross a battlefield to safety. I liked how the game used Love to act as a support to every other action |
| Heroes of the Dim | I liked the little bit of evocative setting at the beginning, but I didn't get a sense of how the rule procedures were going to support it. | |
| Magnum Opal | The quest for the Magnum Opal. I liked the different difficulty levels codified for if you were attempting an action | |
| using a strength, weakness or specialty, and I liked how the flashbacks to get specialties could turn dark | ||
| Firewater | A drinking game with a roleplaying element. | |
| Demigod Dukes in the Dungeons of Doom | A pisstake game. Presumes knowledge of the early versions of D&D and the THACO mechanic. | |
| EMOJINN | A communication game to play via text messages. While fun, I don't think it would encourage roleplaying as such. | |
| Fairies | An alternate reality game encouraging Random Acts of Niceness. And sparkles, definitely the sparkles. :-) | |
| Preternatural | Procedural text for playing a monster hunting game. Had some ideas similar to logic games to model solving of clues | |
| Chart Star | Rule mechanics governed by horoscopes | |
| y | 24 Words And A Moment | An empathy game revolving the communication difficulties for someone with a nonverbal disability. |
| I thought the mechanics supported the premise very well. | ||
| y | Terra Incognita | A campfire storytelling game with a footprint that would make it easy to play from memory. |
| Grounds the game in advances against hostile territory in which both sides have to sacrifice aspects of themselves, | ||
| and then reflect on what was lost or changed. | ||
| Alan’s Remorse | Sort of a game of Russian Roulette modified by the Turing Test but with paranoia and storytelling. | |
| Dear Stranger | Communication when having the wrong opinions could get you killed. Lots of trying to derive intent and establish good faith. | |
| The Island | Colonial interactions on an island among four participants. I liked how the rules established that each character needed to interact | |
| with everyone else, and kept the stakes, strengths and weaknesses front and centre. | ||
| Rules quibble: it might help to specify what size dice, as this could change the expected value of the Strength/Weakness mechanic | ||
| The Doppelgänger Effect | About alternate reality versions of the same character using pick up sticks as the conflict mechanic. | |
| I liked how a failed conflict causes escalating events to happen to the game. | ||
| Charon’s Obols | A journey through the afterlife with two silver coins, built into the conflict mechanic. | |
| Countries of Hats | A scenario building game inspired by the Country of Hats trope. | |
| I was a bit confused on the first read about whether the game is about a Country for each player, or just one joint one. | ||
| KPop RPG | A KPop band having adventures! This was mostly descibing how the skills and stats work, I would have liked to see | |
| something describing what kind of challenges they might face. | ||
| y | Please Silence Your Cell Phones | A game of limited communication similar to the A Quiet Place movie with monsters coming out of the wall if you make noise |
| and the challenge of communicating with 5 selfies | ||
| A Joyous Rebellion | Basically a variant of the Candyland board game, but with a narrative element around a rebellion. | |
| y | Roar of the Crowd | This was a great Last Game To Read, full of bravado and boasting. |
| I think the rule text would encourage a lot of posturing (in a good way), along with the scratch costuming and the involvement of the crowd. |