A little while back game designer Jason Morningstar said this about his solitaire RPG METAL SHOWCASE 11PM: “Half solo RPG, half choose-your-path novel, half nobody has ever bought or played this and I think it is really good!”
Gauntlet thrown, challenge accepted. I ordered a copy, played it, and now I’m going to talk about it. Only briefly, though, because this is an RPG with potential spoilers.
It took me about 30 minutes to play, and I had a great time. I’d happily play it again. But part of the fun was knowing almost nothing about it going in, and while it’s a tricky line to walk in a review I want to preserve that experience for you.
Pictured above are the book, the two dice I grabbed (black because \m/), and the back of my character sheet. The latter shows all the notes I made during the game, hopefully tantalizing you without spoiling anything. I named my band Suppurating Maelstrom. My favorite note from the session was “Enabled [character’s] morbid obesity.”
Here are my impressions after one play, which I jotted down immediately after playing.
What a fantastic little game
It’s like a Choose Your Own Adventure or Fighting Fantasy book, only better written and more fun. You have a character and stats; you make choices and compete in contests.
But you’re also asked to get inside your guy’s head at different points, and those choices — and the notes you made about them — matter later on. My first session was 30 enjoyable minutes long, told a story (a rather depressing one; my guy was kind of a dick), and made me want to play again.
That might sound like a subtle tweak on the formula, but in combination with the tight presentation and writing, an alchemy occurs: There’s roleplaying here that I’ve never experienced when playing a gamebook. I felt involved in a way that was much more like how I’d get into a non-solitaire RPG session, or a solo board game session when playing a board game that tells a story, like Arkham Horror or Astra Titanus. It’s hard to explain, but: good stuff.
There are plenty of choices involved, and the stuff you make up on the fringes of the game space will be different every time, so I can see this having good replayability. It’s also difficult to win; that’s a good thing.
I’ve never played a game quite like it. I’m enamored of it, and I recommend it.
The Unlucky Isles [affiliate link], the first system-neutral guidebook for my Godsbarrow fantasy campaign setting, is now on DriveThruRPG.