Tag Archive | worlds without number

Recent Games I’ve Played

Part of the game shelf

I’ve been playing some games. Here’s what I thought about them:

Worlds Without Number: I wasn’t a fan despite my love for Stars Without Number. We made characters and I ran a few combats. Overall, I found it too crunchy. I think Kevin Crawford is designing a very different game than one I want to play. For one, I’m drifting away from games with detailed skill lists. I’d rather it was all summed up in a word or two background/archetype. Still, the chassis fascinates me, and as always the world-building tables are brilliant.

Scum & Villainy: Space games are hard. Everyone has different expectations of how science-y they should be. Are we playing Star Wars, Star Trek, Alien, Dune, or what? Is there FTL? Is there FTL coms? Can I download a city map to my communicator? Etc Despite all that playing Scum & Villainy has been fun. That said FitD games aggravate my adversarial player vs GM tendency that make me an obnoxious player. I want to plan the heist away from the GM’s eyes so they can’t prepare or counter for it, which has likely made our GM frustrated (sorry). Also, FitD games use too complex terminology (position, effect, quality) that get in the way of the game. Maybe this is the result of Roll20’s pop-up window getting buried under tabs and popped out crew ship character sheets, but figuring out position always slows momentum.

The Quiet Year: We used it to develop the backstory for a horrible place in our Scum & Villainy game. Great to play in tandem with another game to flesh out some backstory as well as on its own.

Into the Odd: I ran a game using Mysthead 3. I liked it and will probably write it up in more detail. It was fun and light-weight enough that I felt like I could easily bolt more complexity to it without a problem. And contrary to the advice its designer gives elsewhere I’m fine doing stat tests to avoid outcomes. My biggest concern is what’s the typical campaign’s longevity? Could a game that meets weekly for a year be built around a single group of characters or is this better for one shots? At some point I will likely make my own bespoke setting for it.

Bedlam Hall: A PbtA game where you are the servants to a family of awful aristocrats. Great fun for a one shot or short campaign, but run it too long and you have to wonder why your servant hasn’t quit yet. Which can be its own fun. In our game the goal ended up being to survive long enough to hand in your resignation. A great game for that gamer who wishes Paranoia had a Jeeves and Wooster supplement.

Delve: a solo dwarf-hold building game. I focused more on the map-making bits than the combat/resource management game. My goal was to make something to use in a Play-by-Post game I hope to run later this year. More about that if it ever materializes and proves interesting. This game gave me a good setting and an interesting story, which was exactly what I wanted from it.