I found this game from the TTRPG Talk Short comparing it to The Hands of the Emperor by Victoria Goddard, and played it with some other fans! We had a great time and found the website it's hosted on very useful, though a notes section would've been very helpful.
While we enjoyed playing a more collaborative game than Quiet Year, it added to the time quite a lot, and we played it over 3 different sessions (approx. 7 hours total), which was a lot longer than the time listed.
Some of the prompts were better than others, with some feeling very small scale for a supposed empire, which could be a bit awkward given the premise we'd already built up. If I was playing it again, I'd probably print the prompts I liked the most and play with 20 or so of them, rather than a full deck.
The ending mechanic of stress was interesting, but we were a pretty happy collective, so we ended up tweaking the rule. We played so stress was acquired when the characters were stressed, so we were under a bit more pressure and only adding collaboration when our players collaborated to solve a prompt.
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I found this game from the TTRPG Talk Short comparing it to The Hands of the Emperor by Victoria Goddard, and played it with some other fans! We had a great time and found the website it's hosted on very useful, though a notes section would've been very helpful.
While we enjoyed playing a more collaborative game than Quiet Year, it added to the time quite a lot, and we played it over 3 different sessions (approx. 7 hours total), which was a lot longer than the time listed.
Some of the prompts were better than others, with some feeling very small scale for a supposed empire, which could be a bit awkward given the premise we'd already built up. If I was playing it again, I'd probably print the prompts I liked the most and play with 20 or so of them, rather than a full deck.
The ending mechanic of stress was interesting, but we were a pretty happy collective, so we ended up tweaking the rule. We played so stress was acquired when the characters were stressed, so we were under a bit more pressure and only adding collaboration when our players collaborated to solve a prompt.