Well guys, it has been a bit since I have done a RPG so today I will do a quick run down of one I just finished reading. Now if you want a twenty page break down of every little detail, I'll save you the effort, I write these game blurbs so people can say 'huh I'll look into that' or 'no thanks' not to nit pick.
So Don't Rest Your Head is a RPG based around insomnia and the first thing they brought to my attention was d6 dice pools. Every PC has three dice pools labeled Discipline, Madness, and Exhaustion. You always roll your discipline, madness is optional, exhaustion is GM discretion. The GM rolls dice from a pool labeled Pain. Doesn't that sound promising? Now the reason for dice pools is because there is consequences depending on which catagory 'dominates' when you roll. So say you roll your discipline and choose to roll madness as well. Oh no! All your high dice was in Madness. Well that's not a bad thing per say. It just means that things will go your way, but now one of those madness dice is permanent.
I bet your asking why is that a bad thing. Well on your character you get x amount of exhaustion and x amount of reactions. Depending on the dominating pool, depends on what box you check off. If you collect to much madness, you go insane and become a nightmare. If you collect to much exhaustion, well you collapse into a coma and are probably going to get eatin/left for dead, unless your party really loves you.
However that's not the only thing you have to worry about. The GM rolls dice too. If Pain dominates, first of all things don't go your way, your plan probably just got ruined, and the GM can force you to check off one of your boxes for either madness or exhaustion and if you haven't been careful this can destroy your character.
It's ok though. It's not all hopeless. There are also two bowls in the middle of the table. One labeled Despair, on labeled Hope. The characters can spend hope to reduce the amount of dice the GM roles and they can also spend Hope to unmark the boxes that will end up destroying the character. However the only way to really get Hope is by the GM doing aweful things to you. the players get Hope when the GM spends Despair to make your lives hell.
This game seems to be very much about consequence. Nothing happens without a consequence. Even winning a situation has effects on your character that may not necessarily be positive. If you want to sit down and read the rules, its less than a hundred pages and about half way though it will just start talking about the world they have roughed out for you. So really, you are looking at 20 pages of rules. It is classified as being technically horror. Some call it adventure. I call it a game. The world is sketched out with some major players and enough fluff to hopefully spark some creativity or plot. The character sheet is half questionnaire so if that doesn't float your boat, I'd steer clear.
If you really really want to hear about some of the fluff, it gives me Neverwhere vibes mixed with the Sci Fi Alice Mini Series.
Beware the Wax King!!
Have I raised some questions? I hope so.
Corset signing off.
No comments:
Post a Comment