Play game
The Hanging Room's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
How captivating the tone, feel and style of the game are | #2 | 4.429 | 4.429 |
How well the game fits the theme and goal of the jam | #3 | 4.286 | 4.286 |
How strongly maps are integrated into the game’s design | #4 | 4.286 | 4.286 |
How elegant the game’s design is | #6 | 3.571 | 3.571 |
How easy to understand and use the game’s rules are | #10 | 3.286 | 3.286 |
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Leave a comment
Log in with itch.io to leave a comment.
Comments
This is the start of something very, very good. I'm so excited to see the post-feedback version!
First Impressions:
How the text is structured, and therefore how the game is structured, is so perfect for a le Carré novel it's chilling. Centering play around a relationship map / concept board is both functionally interesting and spot on for the genre.
The part where you write the secret part of your relationship, and, if there's nothing, you just rewrite it so that no one knows which relationships are obvious or not??? "...this is a duplicitous world, and everyone expects others to have secrets." CHILLS.
It feels like you might be able to get some mileage out of breaking the Roles & Motivations into separate files for both presentation and gameplay? So that the core of the games teaching-text only mentions them in broadstrokes?
Questions:
Like everyone else, i was unclear on what the cards were doing. On my later read-throughs it becomes clear they're just there to mark things, but my first impression made me think that marking your traces, etc. was setting up for some kind of ranking? or seeing which card is higher? Super excited to see where this mechanic ends up, after the contest.
What happens when the "Betrayal" Motivation is exposed in play? Does that mean, in the fiction, the player is revealed to be a double-agent right there? That feels like it would end the game, right?
I really wan to know how the Meta-Commentary Ritual Phrase Questions work in actual play. Right now they seem like a fantastic idea, but I worry that, in actual play, having these questions asked in-character might accidentally mask their real intentions. Someone might just answer the question in-character and forget they're being prompted to alter their play style or input.
Favorite Bits:
The first time I read through this, I listened to the OST for Tinker, Tailor, Soldier, Spy, by Alberto Inglesias. So that will stick with me forever.
The structure of the game, both as an in-fiction conversation and an out-of-game conversation is excellent. The beautiful prose setting the scene, coupled with the sparseness of the Hanging Room being something you can *easily* recreate in your home or at a con, is brilliant. You set this up so that having just little nub pencils, some scrap papers, and a beat up deck of cards puts you *right in that space.* So good! Part of me wants to see that taken to the next level. It wouldn't take much to have this whole game laid out as a series of papers that look like official documents, and are wrapped up in a manila folder.
The balanced way of executing the epilogues is clever, too. A story-heavy group can just assign what feels best for their character, where a more competitive group could angle their narratives so they don't have to pick last! :D they're also perfect descriptive without being prescriptive. So keep that, going into the next version. It's gold.
Very impressed, very excellent way of interpreting "maps." Super cool.
What lovely comments - thank you so much! This deserves an in-depth reply, but I don't have that in me today - I'll just say, I wrote parts of the game listening to the same soundtrack, by Alberto Iglesias. So we share that!
I haven't had the chance to play The Hanging Room, so please do take that into account.
That being said, first and foremost, the game is absolutely brimming with atmosphere. While Le Carré is explicitly called out and referenced (and especially the Tomas Alfredson film version of Tinker Tailor Soldier Spy), it is done in a way that gives the players a lot of leeway in defining the setting and specifics, and feels like a loving homage to the gritty, morally gray espionage stories that I love. The roles, relationships, vignettes and the ending are all incredibly well in genre, and I applaud the way this is all pulled off with a really good ear for what tone the narrative aims to be.
The framing of the narrative as flashbacks after the operation is brilliant. The way it forces the narrative to be tight and contained, the way it encourages conflicting viewpoints, hidden truths and outright lies and the way it ends, it is all incredibly in keeping with the best spy stories.
I also really like the idea of making connections on a board. As someone said, it would be super evocative to play using a cork board with pins and bits of red string...
Not having played the game, I feel very hesitant to say much about the rules. I really like the actions and everything seems geared to make for a good play experience. There were some things that didn't become clear to me on my first (admittedly, quick) read-through but which have already been commented on and clarified in the other comments. I know that for me personally, on my project, the time-frame and character limits of this competition both felt a bit restrictive this time around, and I think this game might also benefit (as I'm sure all games here would!) from a little clarification with regards to some rules. Examples of play would maybe also help, but of course, in the character limits given here weren't a possibility.
My gut feeling on a read-through is that some things in the rules could maybe be tightened up a bit and clarified, but it would take some playtesting for me to really see which parts this applies to.
So to conclude: This is an impressive piece of work, and I would love to see this game further developed. I also love the way you left yourselves the possibility of modular design with the operation types. Another possibility for further development could be to have different sets of settings that give some details about context, different factions etc.
All in all, a very strong entry, and as a fan of this specific type of spy story, I'm really glad to see people working with innovative games in the genre!
I haven't had the chance to play The Hanging Room, so please do take that into account.
That being said, first and foremost, the game is absolutely brimming with atmosphere. While Le Carré is explicitly called out and referenced (and especially the Tomas Alfredson film version of Tinker Tailor Soldier Spy), it is done in a way that gives the players a lot of leeway in defining the setting and specifics, and feels like a loving homage to the gritty, morally gray espionage stories that I love. The roles, relationships, vignettes and the ending are all incredibly well in genre, and I applaud the way this is all pulled off with a really good ear for what tone the narrative aims to be.
The framing of the narrative as flashbacks after the operation is brilliant. The way it forces the narrative to be tight and contained, the way it encourages conflicting viewpoints, hidden truths and outright lies and the way it ends, it is all incredibly in keeping with the best spy stories.
I also really like the idea of making connections on a board. As someone said, it would be super evocative to play using a cork board with pins and bits of red string...
Not having played the game, I feel very hesitant to say much about the rules. I really like the actions and everything seems geared to make for a good play experience. There were some things that didn't become clear to me on my first (admittedly, quick) read-through but which have already been commented on and clarified in the other comments. I know that for me personally, on my project, the time-frame and character limits of this competition both felt a bit restrictive this time around, and I think this game might also benefit (as I'm sure all games here would!) from a little clarification with regards to some rules. Examples of play would maybe also help, but of course, in the character limits given here weren't a possibility.
My gut feeling on a read-through is that some things in the rules could maybe be tightened up a bit and clarified, but it would take some playtesting for me to really see which parts this applies to.
So to conclude: This is an impressive piece of work, and I would love to see this game further developed. I also love the way you left yourselves the possibility of modular design with the operation types. Another possibility for further development could be to have different sets of settings that give some details about context, different factions etc.
All in all, a very strong entry, and as a fan of this specific type of spy story, I'm really glad to see people working with innovative games in the genre!
Hi Lari, thanks so much for your comments - it's great to see that another fan of the genre got what we were going for. I'm sure there's much we can tighten and smooth out both in terms of explaining, and in terms of actual procedures, and Flavio and I are eager to develop this some more. I was surprised by how difficult it is to explain even banal procedures when they include interacting physically with the maps and components, and while I did my best there's still much to do. I'm looking forward to adding examples, and maybe some schematics - I really think they could help!
I know my Co-designer Flavio has been reading your game and wants to submit an evaluation - he's much more of a boardgame expert than I am so we felt that he could give a proper analysis :) Really cool to see different takes on the genre in the same Jam!
Thanks for the reply! I feel my entry this year didn’t really do what I wanted it to do – I had another idea which was supposed to be a hack of Firebrands, with the roles, relationships and hidden motives relatively similar to yours. But it got overcomplicated with a token bidding economy and I couldn’t get it to work! So that’s another reason I’m happy to see your game! 😊
If you feel like checking it out, I have a long-term project called The Service which is going to be a PbtA Cold War espionage game inspired by Le Carré, Len Deighton and The Sandbaggers. I have a playtest kit up on my itch page, but it’s a bit out of date. Just want to do some adjustments and try to get a newer version out as soon as I have the time & energy!
Hah, is that you? I remember The Service, I looked at it a while back! I really will have to try it someday!
Also funny you mention the Firebrands system: last year, for Mapemounde, Flavio and I were working on a Firebrands-esque spy game, but didn't manage to pull it together in time. So we just had to come back with a spy game this year! It was a bit of a different project though - the idea was to play it over a map of europe, with each minigame taking place in a different city, in a different time, slowly building the story of two spies chasing each other for years. Very Smiley vs Karla, again, but from a different angle :)
Heh! Great minds think alike!
Still might try to put together a Berlin SIS station Firebrands/The King is Dead game one of these days. If nothing else, because I’d love to do UK/DDR/US passport role sheets for the characters...
Ciao Alberto e Flavio!
Avete creato un’idea veramente bella di gioco e, per amor di chiarezza, mi sono segnato il nome di LeCarré per leggere almeno un suo romanzo. Ammetto di non conoscerlo, come anche conosco poco James Bond, ma durante la lettura mi sono riferito mentalmente ad alcune parti dei film “Mission Impossible” e, a tratti, anche a “I tre giorni del Condor”. Spero di non esser andato troppo oltre tematica.
Il regolamento scritto è molto schematico e lineare, ma il gioco nel complesso mi è sembrato poco fluido alla sola lettura e credo ci sia bisogno almeno di una partita per approfondire meglio.
Alcune idee che avete utilizzate le ho trovate molto furbe e intelligenti, per un gioco che si rifà alle storie di spionaggio. Dalla gestione delle mappe (interessante il volere impostare il “luogo” dell’obiettivo della jam, come “le relazioni”), all’idea delle relazioni segrete tra pesonaggi, alla costruzione degli scenari. Quest’ultima parte, poi, permetterebbe di approfondire ulteriormente molti aspetti del gioco o, addirittura, di approfondire la singola “agenzia” in gioco. La possibilità di creare più scenari collegati mi stuzzica e mi farebbe piacere capire se avevate pensato ad una strada del genere, o preferireste slegare le singole partite.
Mi è piaciuta molto anche la scelta di definire i ruoli con una domanda positiva e una negativa. Soprattutto l’aspetto più negativo è interessante perché aiuta a far capire gli altri giocatori dove si vuole andare a parare. Usata come guida nella partita, la creazione del personaggio risulta in questo senso molto più profonda di quello che sembra.
Ho un dubbio sulle vignette: Potrebbe servire una sorta di timeline durante la partita, per tenere traccia di quello che accade? Oppure per come è pensato il gioco, non serve perché gli eventi risulterebbero comunque pochi?
Grazie di aver inviato il gioco!
Ciao Daniele, grazie dei commenti!
Riguardo all'ispirazione, decisamente fra i due che menzioni siamo piu' vicini a "I tre giorni del Condor". In termini cinematografici, ci sono parecchi film tratti direttamente da romanzi di LeCarré: il mio preferito, e quello che rende al meglio l'idea che avevamo del gioco, e' Tinker, Tailor, Soldier, Spy (In Italiano La Talpa), del 2011, con Gary Oldman. Al di la' della "ricerca" sul genere, lo stra-consiglio proprio come film, e' eccezionale per me.
Riguardo la fluidita' del gioco, di sicuro c'e' molto da testare, e ci saranno aggiustamenti da fare. Posso dire che non sono abituato a scrivere giochi che si concentrano su procedure "fisiche" come interagire con una mappa, disporre index cards, e simili, e ho trovato eccezionalmente difficile spiegarle in maniera chiara. Ci sono vari passaggi che mi sembrano intuitivi e semplici all'atto pratico, ma che hanno richiesto una spiegazione complicata. Ancora non so se questo significa che sono effettivamente semplici e intuitivi, e sono io a non saper scrivere, o se significa che in realta' sono piu' complessi di come me li immagino. Servira' che qualcuno che non sono io provi a giocarlo, per scoprirlo :)
E' interessante il tuo punto sull'avere piu' partite "collegate", e ammetto che ancora non mi ero posto il problema. Di base, penso sia un gioco piu' adatto ad una one-shot: se guardi ai finali, e al materiale di ispirazione, sono storie che raramente "finiscono bene". Pero' si potrebbero avere delle partite collegate in maniera meno diretta, magari riproponendo temi, elementi di sfondo, e solo alcuni dei personaggi. Vale la pena pensarci un po', e scrivere un paragrafo in merito a un certo punto.
Riguardo alle vignette, abbiamo scelto (per ora) di non organizzare la mappa in maniera cronologica per lasciare molto spazio a una narrazione non-lineare, in cui i personaggi svelano man mano le azioni che hanno compiuto, saltando avanti e indietro quando serve (ad esempio, per rivelare che un personaggio ne aveva pedinato un altro quando si rivela qualcosa). C'e' di sicuro un po' il rischio che le narrazioni si ingarbuglino, e sta anche ai giocatori tenere le cose in fila. Probabilmente ci vorra' qualche aggiustamento, o anche solo qualche consiglio su come usare al meglio queste procedure.
Grazie della risposta!
Son curioso di vedere dove vai a parare.
(Per ora mi segno “La talpa” da vedere :D)
Ciao!
I will always love a game that lets you build a murderboard, and that's what the overlapping truths and lies remind me of here. I'm interested that the maps don't really refer to geography, too, but to structuring of information. Given it's hard to spend time with each other and physical items you have me wondering if it's possible to play this over online node graph sites, or mind map software? (I've played some excellent Microscope on Miro, as it goes.)
I'll echo the thoughts about playing cards that others have said; it feels like there's a lot of information on a card that isn't being used (rank, suit, difference from the card it's played on). If you just had a limited stack of index cards, that would provide the same limit on resources you mentioned earlier, perhaps? But I like your blackjack idea more; lots of little clues or two big ones, risk of endangering yourself if you overshoot, that sort of thing.
The Le Carre tone is strong; I like the way you could slot in other mission types easily; it's good. Thank you for the game!
Thanks for the comments! Indeed, I think the game may be more intuitive to play with a corkboard than laying flat on a tabletop - and of course you can play online using graph notes sites or Miro, I have no idea why I didn't actively specify it in the text.
We'll definitely take a look at the role of cards, and may give the Blackjack part a go, though I'm not sure the game *needs* anything like a chance-driven resolution system. As a small note, we do use suit and rank, to refer cards back to specific elements on the maps, so that players will be forced to reincorporate previously appeared elements in their narration.
I'm also very excited to develop more mission types and expand that section - Flavio's idea to make it modular is really cool!
small followup then; I may have misunderstood something. Does the suit of the card you play affect the element you're discussing, then? or (as I thought before) it's just a label? ie it may be 8-of-hearts, but may as well be 8-of-spades, or just card-21?
What you do is, you mark down the rank and suit of a card near the element that allowed you to draw it (so an element of the mission you approached, or one of your own relationships you revealed). When you play a card take some big decisive action or reveal something, you need to narrate how the element connected to that card was involved in you taking that action or finding out.
So there isn't any general requirement, say "you can only use a hearts card for an action that centers around seduction", or anything like that. But there's a specific requirement, focused on your game and what you already have introduced: the cards require you to reincorporate elements that have already been discussed at the table.
So, say you have 2 cards in your hand: one is the 8 of hearts, one is the 6 of spade. You drew the 8 of hearts when you approached the prison your busted agent (also one of the characters, the Casualty) was being held in, by bribing one of the guards. You drew the 6 of spades when you revealed that you and the Planner, your mission head, have been lovers in the past.
Now you want to do something big, let's say, check if the Casualty's claim that he escaped on his own from the prison is true, or if he's lying.
To do so you have to use one of your cards. When you play it, you need to incorporate the related element: so you may say how you talked to the bribed guard, and play the 8 of hearts; or you may invent something about how your relationship with the Planner helped you in this, and play the 6 of spades.
This helps making your story a bit tighter (instead of generating a lot of leads and only actually playing out a few), and also helps creating the tangled knots of relationships and rivalries you often find in the stories we're trying to emulate. It is, effectively, a labeling system - but a deliberate one. I don't quite see that as not using the cards, but ymmv of course :)
We also use the 4 Aces to quickly identify the operation critical elements on the chart, so all players remember them. But all dynamics and interactions are exactly the same; simply, the game pre-determines what card you'll obtain if you do an approach action centered on one of those elements.
Hi - that's great, thank you, it means I did understand right! I didn't mean to sound disparaging about the use of cards, but I suspect I did, sorry.
No need to apologise, and you didn't sound disparaging! The discussions so far have been interesting in showing me what people expect when they see cards used in a game - and as with any expectations, I deviate from them at my peril :) I decided to explain at length because it helps me visualise things; sorry, I used you to think out loud!
This shows that we need to think about how we use cards, and how we explain their use - it may well remain just what it is, of course, but if it does it will be deliberate.
Hey, thanks for the submission. With the big caveat that I haven’t actually played the game, just read it, here’s my review.
Theme
I think The Hanging Room hits the theme really well. The use of two maps that both offer a glimpse into the actual mission was a great way to address the theme of the jam. I also felt that it was a good amount of complexity: only two maps, but the fact that players can make true or false claims about what happened adds complexity.
Maps
It does seem like play is quite focused on the maps. The game did fall a bit in the category of the maps representing the fiction, rather than being the fiction.
Elegance
The design felt a bit like a more secret-focused Fiasco. I thought the design was pretty straightforward and understandable. However, even after reading some sections a few times, I still didn’t fully understand the use of the deck of cards. I really liked the modularity - it would be straightforward to add elements to many of the lists without breaking the game. Same with adding a new operation type. That is a great feature and leaves a lot of room to build on the game after the jam. It’s a great reminder to me to build modular systems when designing, especially for jams.
My main design question is: what motivates players? From my reading there is no winner, advancement, or principles to play to. That’s my main gripe: as a player, what am I supposed to do? Strictly play to my motivation? What mechanically motivates me to play to that? It goes back to Jared Sorensen’s third question: how does your game encourage or reward players enforcing the theme or goal.
Tone and style
The writing is great. It was clear and really made me imagine being a character in a high-tension spy movie or novel. The choice to evoke le Carré instead of Ian Fleming was smart!
Easy to understand
I thought the rules were relatively easy to follow. There were a few areas that I thought could be clearer. Part of that might be a cultural thing, but I prefer where games make clear, cut and dry rules, rather than leaving it up to the player. One example is “one single action or interaction” (pg 8): this rule could be interpreted differently. Maybe add a time suggestion? Under a minute? Additionally, I think I would need to play to understand how the creating and revealing of secrets really works. I got a bit confused trying to understand Traces.
Overall, I liked it! I would definitely like to play it.
Hey Sam, thank you for your comments! It's useful to see what folks didn't find clear, or clear enough: we were figuring things out as we wrote it, and had limited time (and word count) to do rewrites and more examples, so we'll try to address all these in a future version. I'm really glad you liked the tone and think it worked, so thanks for that! Also yes, the modular mission structure is a great touch that my co-designer Flavio thought of, and we're eager to expand on it in new versions!
I'm going to answer to a few of your specific questions or points - not as rebuttals (all your criticism is very fair) but just to help outline how the game should work, in case you end up trying it before we do an updated version :)
- In terms of what motivates players, it should indeed be the characters' motivations: I thought of them as player agendas, expressed as in-character roleplaying notes. We can probably emphasize that. It's true there isn't a particular mechanical payoff at this stage, but the game is very light in terms of actual "mechanics" and crunch, so it's a bit difficult to hang things on that. We've been thinking of connecting the motivations to the order in which players pick their epilogue, but I was not super convinced it was thematically spot on. It's a note we have for playtest.
- You're not the first reviewer who raises the role and functioning of the cards, so we probably should have been more clear about that in our writing: essentially, the cards work as tokens, nothing more. You get a card when you Approach or Reveal your own relationships, you spend a card when you Act, or when you Reveal anothers' relationship, lie or motivation. The other thing is, you write the card's rank and suit on a map element, and have to reincorporate that element in your narration when you spend that card to do something. This is a way to keep things a bit tighter in terms of storytelling, and create the tangled webs of secrets and relations that you see in spy novels. We picked cards because we felt they fit the aesthetic more than tokens, because they're common in almost all households, because you can refer individual cards to map elements... and ultimately, because we like cards. There's a version of this game in our heads where secrets are created and revealed by essentially playing blackjack, but the maths for that are convoluted and we didn't think we could figure out something playable by the jam's time frame.
- We didn't want to put a hard time limit on vignettes, despite the need to keep them brief; but we've included a Question that other players can ask to signal "get to a point".
- I agree that some of these interactions are a bit difficult to visualise from just the text. It was certainly difficult to find ways to explain them in writing! Hopefully they'll still be pretty intuitive at the table. I think for a future version I want to write in examples for each procedure, and sharpen the language. Maybe put in some charts.
Thanks again!
I have to say, a summary of the rules and/or of the game flow could have helped me understanding the rules, even because English is not my mother tongue, and the rules are a bit convoluted.
But! I like it. I like how you make the map of the mission on the way and how it's formed by truths and lies. If it was a movie, there would be multiple flashback scenes with different angles and prospectives.
I think I have not understood the conflict mechanics, with the playing of cards: it's about the highest number? Specific cards are required to do particular action? Maybe I missed some rules. but I don't find this aspect.
Nice the ending part, the choice made in reverse order make it interesting and full of tension for the player, I think
Hi Vetetio! Thanks for the comments. You're right, some of the interactions at the table are quite convoluted and explaining them in written form isn't super easy; we certainly want to provide a summary of the rules and many more examples in future version. As it is, we were already over the word limit so we weren't able to, unfortunately.
You're spot on in thinking about flashbacks in a movie! We wanted the feeling you get in a LeCarré novel of slowly piecing things together and figuring out what really happened.
There isn't a "conflict mechanic" per se: you just need to have a card in your hand, and play it. Any card will do, and there's no comparing card for higher numbers. Cards are just a way to keep track of resources: you get resources by adding something to the story (through approaching or revealing a relationship), then you spend those resources to make a different contribution that has a big, lasting impact (acting or revealing other secrets).
Glad you like the epilogues! It's heavily inspired by one of our favorite games, Psi*Run, but the finer points of how it's implemented here (like the reverse turn order) are Flavio's doing :)