Tagged: role-playing games
Tabletop Game Review: Acceptable Loss
It’s been a while since I reviewed one of these narrative games, but a recent conversation about the RPG Dread and its use of a physical, inevitable death timer in a Jenga tower to evoke the progression of a horror film got me revisiting a game from the collection I downloaded.
Acceptable Loss (by @rpgnatalie ) is a simple game, although perhaps a little more complex than Dread in order to expand the theming and add an almost competitive element. It sits in a very strange place between competition and co-operation as, in contrast to the usual social contract that the GM-player relationship should be more than simple hostility the “GM” figure (or closest analogue as there is not a usual table power structure here) plays an embodiment of hostility pushing inevitably towards the other character’s death.
Tabletop Game Review: Laser Beams Like So Many Stars
This article was originally written for Who Dares Rolls (www.whodaresrolls.com) and is reproduced here with permission.
Laser Beams… is by Taylor Smith (@whimsymachine)
In the game’s own words, its premise is as follows:
“You are a huge fan of mechs and their amazing pilots. You love to watch their heroics on the news, you visit when pilots come to your town, you own multiple letterman jackets emblazoned with mech pilots’ insignias. You’re burdened with the dream of piloting, eclipsed by the fear that you will never be more than a spectator. You love that which is unfathomably above you. Let’s talk about that.”
Tabletop Game Review – 6 Minutes of Power Remaining
This article was originally written for Who Dares Rolls (www.whodaresrolls.com) and is reproduced here with permission.
Note: This article also includes some references to personal experiences of death and loss, and discusses those themes.
6 Minutes of Power Remaining is by Kris Ruff
A lot of the games in the Emotional Mecha Jam focus on humanising the mech in these mecha stories – often through making it a role played by a player, whether or not it is actually a sentient AI. This opens the theming of the games up to wider questions touching on those explored by cyberpunk fiction; whether or not a meaningful bond can exist between a human and an inanimate, or non-sapient object. And, indeed, when one considers the relationships forged in war between human and AI, there is the question of whether something made as a weapon can feel friendship or love.
Tabletop Game Review – Death Sentence
This article was originally written for Who Dares Rolls (www.whodaresrolls.com) and is reproduced here with permission.
Note: This article also includes some references to personal experiences of death and loss, and discusses those themes in detail.
It took a lot longer than I initially assumed it would for me to find the right words to review Jeff Ellis’ (@manyeyedmonster’s) Death Sentence; I thought it would be a straightforward review, as I had very easily discussed the thematically similar 36 Minutes as an exploration of unglamorous death in military science-fiction. I think I needed time to unpack my thoughts, and perhaps the immediacy of my response to 36 Minutes was part of why I couldn’t launch straight into forming opinions on Death Sentence. Any game that goes into death beyond killing as a natural mechanic of conflict resolution is going to be personal, and potentially troubling, for the player. You could very well say that even in a game where the expectation is one will fight death should be personal and troubling.
Tabletop Game Review – 36 Minutes
This article was originally written for Who Dares Rolls (www.whodaresrolls.com) and is reproduced here with permission.
Note: This article also includes some references to experiences of death and loss, and discusses those themes in detail.
Christine Prevas’ (@cprevas) 36 Minutes is not an enjoyable game to play. It sits strangely within the genre it evokes because it plays out in real time a very particular sequence of suffering and death that absolutely would have a huge, unwelcome emotional impact on some players. You could roleplay it differently, and if anything make it more fitting within its genre, but I think doing so would require a significant distancing between player and character that the game does not necessarily encourage. Perhaps that is the intention; it certainly feels like something intended to take players out of the safely expected bravado of what is often a heroic, noble kind of war story. On the other hand, if you are trying to do something like that, something that wholly subverts the usual methods of a genre to question its implicit associations, that in turn is an act which needs interrogation.