solo_knight: (Light and Dark)
Playthrough/Review: Shakespeare vs Cthulhu: What Dreams May Come

Game Description )

I played through this and I only cheated twice. Once because I lost 13 rolls in a row against a much weaker opponent (still won the fight, but barely, and, really: that is not a good mechanic), and once because the game threw instadeath at me, which isn’t gameplay: if you present something as a viable option, it should be viable.

In the end, this is a gamebook: while you roll dice and make decisions, a lot of decisions are either meaningless for players (turn left or right) and the book contains a lot of ‘you do this, that, and the other, which do you do now’ – dialogue is written for you, decisions are made for you, and at the end of a scene you eventually DO get a choice, but it still feels very, very railroady, and I found it impossible to identify with the character even in my usual third person/shoulder cam perspective.

So those are faults that are part of the system itself, and while you probably can execute this better or worse, the flaws are inherent in the system.

What’s not inherent is that this is a PDF without anchors so when it says ‘go to 437’ you have to scroll manually to 437, which means there is always a chance you catch a sentence or two from other sections, which may or may not lead to spoilers. In many ways, this would be better suited to a video game or a PDF where every section sits on its own page.
Particularly annoying is that the introduction tells you that there are sections hidden within the game text, which just encourages you to read ahead.
This could have been solved much better.

I’ve also come across one incontinuity, and many plot threads are never resolved.

Plus I hoped to spend a little more time in some of the plays and found myself whisked away quickly.


This experience played out more or less as I expected. I had one ‘choose your own adventure’ book as a kid and didn’t find it very interesting then; this one had a few more choices and a few more stats plus an actual rolling/card pulling mechanism, but it still steamrolled you in places, and the fundamental structural issues are inbuilt so that a different author cannot make them go away.

All in all I am not unhappy I grabbed this in a sale (I have another gamebook hanging around somewhere that I picked up for a dollar), but while there are choices, this barely matches the definition of ‘roleplaying’,

I may go through this again in a few years, and after a couple of playthroughs, I probably will satisfy my curiosity by reading it.

I played this for most of the month – not as my only game, but I picked it up most days and continued until I was bored or had no idea which choice I should take. (Some choices seemed very obvious. Which doesn't mean I would have been right about them.) I did have fun, but more in a 'I skimmed a not very good novel' than in a roleplaying way.
solo_knight: (Default)
First Impression: Commons Rider

Game Description )

The ‘Conflict’ system is… complicated. It involves dice pools and a lot of judgement: how expensive would it be to do this thing vs. that thing (this is akin to a difficulty class, only you have one system for deciding how many dice you roll, another what number you roll against, and then you take your successes and buy actions; you don’t roll against ‘I hit it’ directly.

I can see this system being interesting to run, but also carrying a greater-than-average mental load. This will become easier over time, but I’m not sure how smooth the negotiations-with-self will be; it would need a lot of switching between player and GM mode. The fact that this is a tag-based system where you decide what traits your character has and what those traits mean, mechanically also points to a high cognitive load, and if I needed another reason not to engage further with this game, this is it.
solo_knight: (Chomp)
First Impressions Froggy Hat

(This is a first impressions post because I will need time to engage with this one, and can’t do too many events in a row. It’s delightful, but chewy.)

Game Description )

The tarot interpretations are pretty darn good - not always what I expected, but solid. And just this once, the game document is long enough to go into detail: there's keyword lists for the minor arcana and slightly more detail for the majors; 15 pages of content in total.

You can treat this as the game it’s meant to be, and have a ton of fun. I’m choosing to treat it more like my tarot card of the day, where I engage with any one concept in depth, thinking about what it means to me and what tools I have/might find to deal with it. Only now with added frogs. And hats. So it will be a while before I finish this game, but I just love the gentle kindness of it, and the concept made me laugh.
solo_knight: (Complaint)
Playthrough/Review: Combat Apothecary

Game Description )

Well. My first DNF, but after spending about 2h and not getting to the first combat while getting more and more frustrated I decided that I had too many unplayed games on my hard drive to invest any more time into an unplayable game.


Wot I learnt, afterwards, from other people )



It's a game where you have to bring everything yourself: the character, the setting, the gameplay, the enemies… everything. You get a small matrix of 'Environ' (18 items) with entries like 'Fort, Acropolis, Kiln' and as many 'Essence' entries. ('scorch, corrupt, undead') which includes both 'ashen' and 'cinders'.

Even if the information were presented much better (there is *so much* talk of 'lore' which from context is the same as 'essence' because there's nothing else), I'd still hesitate to call it a game.

If I have to do all of the creation myself, I'd want a much more robust system with much clearer instructions.

I did roll a basic combat just to try out the system, but other than being very very confusing indeed, I also dislike how close to the edge the character lives all the time.

In my playthrough, I was supposed to fight an undead creature, which I decided should be a zombie.
My superpower is bleed.
So basically I either bend the narrative until it cries uncle, or I can't use my class feature.

So while I like the general idea and some mechanics like not knowing when you'll meet the boss – definitely a mechanic I want to try out again – I hated the combat system and the general confusion. This is more mental load than making up a game system on the fly.

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