200 Word Reviews (Part 2 - 21-40)
When I started writing these reviews, they were organised on the 200 Word RPG site by the time the submissions arrived. They have now shifted to alphabetical order. I started by writing the games in the first column, or at least the first 200 games, so I'll keep working my way through that listing. Once I've worked through those, I'll probably do the rest according to their current alphabetical listing.
Entrant
|
Name
|
Premise
|
Rules
|
Definition
|
Agenda
|
Coherence
|
Total
|
21
|
Please Silence Your Cell Phones – Jack Rosetree
|
1
|
2
|
0
|
1
|
1
|
7
|
22
|
Transmogrified Creatures Save The Day! – Daniel D.
|
2
|
3
|
2
|
2
|
2
|
11
|
23
|
Be A Cat – VL Darling
|
2
|
2
|
0
|
3
|
2
|
9
|
24
|
Have You Heard This One Before?
|
1
|
2
|
0
|
4
|
3
|
10
|
25
|
Empathy Test – J.D.
|
4
|
3
|
2
|
3
|
3
|
15
|
26
|
These are Animals – James Wallis
|
3
|
2
|
0
|
1
|
2
|
8
|
27
|
Ghost of a Chance – Ed Jones
|
3
|
2
|
0
|
3
|
2
|
10
|
28
|
Irrlicht – A Will-o’-the-Wisp Charade RPG – ms. werepug
|
4
|
3
|
1
|
2
|
2
|
12
|
29
|
How did we drift this far apart? – Ville Pelkoen
|
1
|
1
|
2
|
1
|
0
|
5
|
30
|
America’s Got Gender – Samara Hayley Steele
|
3
|
2
|
2
|
2
|
1
|
10
|
31
|
Leaving the Station – Vincent Perez
|
3
|
3
|
1
|
2
|
3
|
12
|
32
|
Break the state maschine (106 chars/line!) - mherzog
|
2
|
3
|
0
|
2
|
3
|
10
|
33
|
Masters of the Lair – Andreas Timel
|
3
|
3
|
0
|
2
|
3
|
11
|
34
|
Day at the Planet – Emily Savidge
|
2
|
2
|
0
|
2
|
2
|
8
|
35
|
Bad Bishop – Patrick O’Leary
|
4
|
3
|
0
|
4
|
3
|
14
|
36
|
IZomby – Sarah Zeiter
|
3
|
3
|
1
|
2
|
3
|
12
|
37
|
Take What You Want: A Game of Heists – Isaiah Stankowski
|
2
|
3
|
2
|
2
|
2
|
11
|
38
|
Land of Milk and Honey – Matthew Evans
|
3
|
3
|
2
|
4
|
2
|
14
|
39
|
I Was Once A Mighty Mountain – Drew Besse
|
1
|
2
|
2
|
0
|
1
|
6
|
40
|
Nutty Racers – Tom Schilling
|
4
|
2
|
1
|
3
|
3
|
13
|
Please Silence Your
Cell Phones
Interesting novelty that once again makes a curious set of
parameters for a scene rather than a full game. There is no differentiation of
characters here, no real goal to the game, not even really a scenario provided ,
just a set of restrictions on a scene, and then…GO. So yes, it another one of “those”
games.
Transmogrified
Creatures Save The Day!
Here’s a bit of kooky fun. Players portray townsfolk
transmogrified into an assortment of strange creatures who then have to get
past similarly transmogrified obstacles (each defined by two playing cards).
All players get a pool of moxie, and players can loan moxie to one another if someone
needs help, and they think the action undertaken is good enough to succeed. The
condensed word count mean a few bits aren’t clear, but there’s enough here to point
toward a solid game.
Be A Cat
As someone who owns a cat (and a dog, a duck, and currently
11 ferrets) this looks like an interesting game. It is the nature of cats that
there doesn’t need to be a grand end goal, and I guess this game reflects this.
Nothing really connect the actions or narrative to the dice rolls, so it ends
up basically as an exercise of random happenings until everyone decides to stop
playing.
Have You Heard This
One Before?
I actually don’t mind this one, but the marking rubric knocks
it down because it’s a simple concept without a lot of depth, and doesn’t do a
lot of the things I’d expect in a game. I guess it’s a bit “Baron Munchausen” in
that stories are told and players are trying to one-up each other with their
narrative interjections, my biggest problems are that it all seems a it vague,
and you’d have to set a lot of external ground rules before playing the game.
Empathy Test
Says it’s inspired by Blade Runner, I get the feeling of the
back end analysts monitoring the hosts in the Westworld TV series (and that’s a
good thing). It’s all very procedural, and I think I’m going to have to re-read
it a couple of times to get a better gist of what’s happening, and probably
play through it a couple of times to fully grok it. Again it’s a very specific
session idea, for two players, so it’s narrow in scope. But at least it feels
like a game where roles are being portrayed, and all the interconnections
between narrative and die outcomes seems to be generally present.
These are Animals
Conversation have indicated that there are a higher than
normal number of games with a political message in them. This is probably the
first distinct one of those that I’ve come across. A die is rolled and hidden,
it has on effect on play. It’s all about one player making another player
uncomfortable, it always has a bleak ending. Again it’s art for art’s sake, and
blatant political posturing, more than anything else.
Ghost of a Chance
I want to like this one more, but again it’s very vague
doesn’t really offer a challenge, and is very reliant on group fiat. There are
powers, and descriptions of how they manifest, but not what they do or how they
can be used. It’s all up to you. You might as well not have rules. It sets an
interesting premise, but I need more than just a premise for a game to be considered
complete.
Irrlicht – A
Will-o’-the-Wisp Charade RPG
A three-way struggle between Players, Irrlicht, and GM…
which is clever. The Irrlicht may be good or evil, but the players don’t know.
The players explore a dungeon area defined by a chessboard, moving across it
and encountering challenges that may or may not be related to the Irrlicht. I’d
really like to see this one fleshed out a bit more, perhaps with a wider range
of obstacle ideas, some depth to the characters (both players and Irrlicht),
and just generally…more. But it feels like the kernel to a good game.
How did we drift this
far apart?
Arty angsty catharsis freeform again. No rules beyond a
series of questions to ask one another, yes, you are both playing roles, no it’s
not really a game. No real ending, you just stop when both players feel it is
time. It’s all a bit of an exercise in futility… sorry, I’ve seen this before,
and I have no idea why the same idea is constantly rehashed.
America’s Got Gender
Interesting idea, and it’s another one of those with a distinct
political bias. I like the idea that it’s all about defining identity, I think
it’s a clever shorthand to use another game completely between rounds of this
game to determine the outcome of rounds, but there is no real connection
between those other games and this one to make a coherent whole (especially
when those other games are chosen arbitrarily). Overall, nice ideas, but doesn’t
quite feel there yet.
Leaving the Station
From the name, I thought this was going to be one of those “arty,
angsty, catharsis freeform” games again. I was kind of right, but at least this
one has elements of game play in it, and a bit of structure… so that’s a step
in the right direction. I like that there are defined roles, everyone gets a
chance n those roles, and everyone contributes to the final outcome of the
story. There’s a lot of freedom for players to flesh out the world, it could
really work well as a starting point for John Harper’s Ghost Lines.
Break the state
maschine (106 chars/line!)
Opening this explains the title…it really needs to be displayed
at 106 character per line…so let me get back to you once I’ve opened it in the
right format.
Alright…I’m back.
Whoa. There seems to be a lot of depth and complexity to
this one, Perhaps too much for 200 words because there feels like a lot of
allusion to certain ideas that might be inherently understood by the author but
need a bit more word count to fully make clear. There’s a vibe to it, a
cyberpunk rebellious attitude underlying it, and a bit of scope to allow the
players to flesh out the world. But besides rebellion, and public attitude to
the actions defining that rebellion, it feels like there’s a big chunk of dead
air here. It feels like the kind of game I should love, but it’s not quite
there.
Masters of the Lair
So, you inhibit a dungeon…. Um, what?? I think the
characters inhabit the dungeon. Other than that it seems like a pretty solid
game. Players portray monsters sharing a communal dungeon/lair, taking turns to
lead raids against one another and outside forces. A simple die mechanism determines
the general outcome of those raids,
along with who narrates and who adds in complications to be overcome. It might
help to have a way to define the characters a bit more, and there’s no real end
goal, but a solid bit of fun.
Day at the Planet
This is basically playing Kal-El (Superman) in his Clark
Kent persona during a day at the Daily Planet. It’s another of those
interesting one-off scenario games, with no real end goal or point when the
game is considered over unless the Superman analogue loses. I’d probably throw
in a 10 task limit for the day, then have the players swap roles, perhaps
building the shared world between the actions of each player trying to do good
in the world while remaining undercover.
Bad Bishop
Players set up a chess game that is already underway, each
of the pieces represents a member of a family, and the rules of chess dictate
the way the story unfolds as these families struggle against one another. It’s a
clever meta-game to apply over a chess match, fleshing out a world and a shared
narrative with each move. It feels like something that should have been done
before, but I haven’t quite seen it done in a way as elegant as this. The only
down side is that the moves impact the fiction, but the fiction has no impact
on the moves.
IZomby
This is a solid, simple little game. Exactly the kind of
thing I expect from the contest. Players have roles defined in some way, they
tell a story with basic rules guiding action outcomes. Nothing particularly new
here, but it’s all tied together in a basic coherent package that facilitates a
variety of play situations.
Take What You Want: A
Game of Heists
I can see how games like Blades in the Dark are infecting
the wider design community in entrants like this. Players create characters who
conduct heists, then develop a shared world in which their job will occur,
before starting the process of pulling off the caper. General rules seem pretty
vague, but an experience group should be able to muddle through without many
real problems.
Land of Milk and
Honey
A political battle between communists and capitalists, it
feels like it’s during the great depression, but my American history is a bit
rusty. Either way, it’s a narrow premise, but seems to be interesting. Since
you only roll one or two dice, and only succeed on a 6+ it all feels a bit
bleak, but that might be a part of the intended theme. Either way it’s got an
end point, and a good procedure for getting there… so most of the necessary elements
for game play are present.
I Was Once A Mighty
Mountain
Yep…nope.
Another “arty, angsty, catharsis freeform” games. Tell a
story about a rock. What it was…what it is…what it will be.
Nutty Racers
While a few of the games I’ve lamented over are
all role and no playing, this one is all playing with no real role. It’s a race
game where players move forward by describing how they move and overtake one
another. I can see it being a wild and frantic party game, perhaps even successfully
transferred to a full on board game format.
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