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Daniel

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A member registered Apr 03, 2020 · View creator page →

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This game is simple and powerful. From character creation, you get a character who can be shaped by all the players at the table equally - someone defined by their want, and by their journey. The story can go anywhere, for any reason.
Play is simple, and open ended. This doesn't always work for me - I usually prefer leading questions - but in this case, the challenges open themselves up well to storytelling. Particularly useful is the chance for multiple people to tackle the same problem in the case of a failure. It means that your character will take new approaches all the time, with each change of tack more likely to work. It lends itself to creating a strong character naturally.
I've played this game twice, once with a new character, once with an existing character. Both times, the story was deeply meaningful, and the world was better for having played that game. I'd recommend this with any group of people, for any length of journey. It is ultimately versatile.

I would recommend this game wholeheartedly, though I cannot claim to be entirely neutral about it. It's designed to work either for new or pre-existing characters, and I've played in both situations. Character creation is short, open, and easy, and naturally sets up multiple ways your characters can relate to each other. The prompts are evocative, thematically consistent, and build a deeply moving narrative.
The author and this game and I have a playthrough of this game available for any curious. It was streamed live as part of the Roll plus Bond 2nd Anniversary charity stream, and is available here: 

And

I've played this three times, and each time has yielded something fantastic and different. One game featured a refugee who found an old prototype, the world colored by the old diesel locomotives I rode and climbed over as a kid. Another was more straightforward, a stubborn new pilot in a battered, spiteful mech. The last started as a Paradigm and her Astir, NPCs in Armour Astir: Advent. The first two followed the rules as written; the last was adjusted to accommodate the narrative of the larger campaign. All three ran well, and provided compelling stories through and through. This game is reliable and flexible in that way, and I would heartily recommend it to anyone looking to explore grief, develop a strong character dynamic, or simply spend a couple of hours telling a story.