This is a game about being alive so long that you forget things. It's about relishing memories, collecting experiences, and then losing them.
What you chose to remember and forget (as the player) will possibly be a reflection of your true self.
Try to get a print copy…it's a beautiful book.
Try to play in seclusion. Take a break if the game puts you in any kind of distress, because it will likely do so.
You're alone on a space ship, and something outside the ship is trying to get in…and finish the job of killing you, the last crew member.
It's a a deck driven and light journaling game that includes a tumbling tower (e.g., Jenga) to build tension as you drive towards resolving a story…most likely, the story of your lonely death in space.
You are not a heroic soldier, a wizened sage, a benevolent monarch, a murderous thug, or a silver dragon.
You are an object, a relic, a tool that may have been used by any of the above, possibly all of the above over the course of your inanimate lifetime. Your are a sword or a shield or a musical instrument or a pair of boots...maybe magical, maybe mundane, maybe both over the course of your life.
This game is more of a meditation (for me) and even though you can take things to a dark place, it's lighter that Thousand Year Old Vampire and The Wretched. It's more an affirmation of life even if the people around you are the worst on offer.
I will admit this is the one title in my picks that I have not played though I intend to change that in the next couple of days.
I believe its design and publication predates The Wretched, and it shares a few of the same elements…you are alone and in a desperate situation that you will likely not survive. In short, you are a witch on trial.
This is a Tarot-driven and light journaling game in which a bag of tokens represents your dwindling chances to escape your fate.
This is a collection of 13 mini-games that explores the evolving relationship between a master and their apprentice from their first meeting through their ultimate showdown.
My favorites in the mini-games are No, I Will Not Train You and Two Souls, Two Bowls.
Designed for two-players, I recommend this for players that like games firmly entrenched in improvisation and storytelling.
I suggest playing with whiskey or wine or both at the game table.