Hi, currently I plan on adapting the system for an idea of my own, so thanks a lot for the SRD. However the clickable link in the english version seems to be broken because of the line break and the quotation mark (but that could also be just for my combination of pdf-reader + browser).
Timotastisch
Recent community posts
I GMed this game on Halloween and we had a lot of fun. But even with the minumum of 3 players and not playing out Vision Scenes (the players described their Visions in 1 or 2 sentences) our session lasted 2,5 hours. So this is more of an evening-filling game than an 1-hour gap-filler for a convention (which I think is a good thing).
I've got the game in a bundle a while ago and also played it once since then. We filled our coporation with life and intrigue. The feedback at the end was not 100% positive, but that was due to playstyle (The prompts inspired us to do little scenes, where we gossip in character about recent events or discuss the contents of the briefcase. This was fun, but also slow and one player correctly pointed out, we did less prompts as a result and the corporation could have been fleshed out more until the end of the game).
I played this game as the alien player in an online convention. It was interesting to be in a semi-gm position, while ultimately all the human player gm-ed for each other. We had a good time, even though two players were new to story games. But the cool concept was, what saved it. I also took the liberty to not use the dice mechanics at all, instead we solves it narratively. The human players special skills obviously stayed, because they led to interesting ideas/scenes.
I have played three consecutive fewshots with Green Dawn Mall and had a good time. First my players played the classic scenario of teenagers looking for their friend, then they played a group of journalists on the tracks of those teenagers. Finally they were so familiar with the weirdness of the mall, I let them play Mannequins leading a revolution in the mall.
If you and your group like weirdness and can build an interesting story with a rules-light game, you should give it a shot.
Hi, I have just tried out this game. I like that the randomized objectives for the characters can lead to interesting constellations. But we had a lit bit of trouble finding out the following: When is a turn over? After a single question (which could break the flow of the game, unless there is an elegant mechanism)? Or after a collection of questions (which opens another question: Can the suspect switch between truth and lie, if they roll 2-4 on their turn)?