[Grey Ranks] The joy of soul-crushing defeat

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Valamir:
I'll let Seth polish off the third AP report for this game, which we finished off this Friday.

I'll just say this:

Jason, this game is a true work of design genius.  As with any game tackling emotionally intense subject manner and relying on fairly open mechanics, it does require a group with a willingness to engage the topic and a certain basic talent with improv; but unlike many improv heavy games this one is not just free form with some transparent "get out of the way" mechanics thrown in.

The Grid is one of the single most incredible RPG innovations I've ever seen.  I can't imagine how it could could have been designed any better.
 
The die distribution on the grid is key.  In order to maintain the higher die sizes you have to continue to win, but the difficulty keeps the pressure up and as the losses mount, the die sizes shrink making further losses and begining to "circle the drain" of Suicidal Depression all but inevitable.

The "outs" in the corners that let you wrap to the other side of the grid keep this death spiral from being pointlessly hopeless, but this requires either the cooperation of the Mission Leader to single you out or taking the leadership role yourself.  And God help you if two players find themselves needing to pop through on the same Chapter.

But having all the border cells wrap would have been a mistake...maybe not a "break the game" mistake, but definitely not as effective.  Choosing to only wrap at the corners was exactly right, even though the grid is square, the piece movement becomes very circular as a result.

The labels at the corner are perfectly identified.  I tried to think if I could come up with a "better" phrase for any of the corners, and nope...not only were they thematically appropriate and tied sensibly to the win / loss combinations, they mapped over darn near perfectly to the fiction we were creating...in both directions.  Meaning the corner labels informed how we played, and how we played matched up eerily well to the movement of the pieces on the grid.

Having a list of setting elements that may be incorporated into each chapter was good.  Tieing different lists to each grid position was positively inspired.  I also would have been sorely tempted to have the elements do something more than just "being there"...like making them manditory or tying them to die selection or some mechanical link.  NOT doing that was the right choice.

Knowing the direction you need to move to both maximize your dice and map out a wrap to avoid that second corner adds a much appreciated strategic element.  Even though it doesn't directly map over to the fiction, it FEELS like a planning session you and your mates might have over a dirty map by dim lantern light planning out a strike against the Nazis and realizing the odds are slim.  A great example of how a mechanic can add enormously to the theme of a game without being a direct sim of anything.


I could come up with a dozen mechanics for bringing emotional content and mental state into the game with some mechanical reinforcement.  I never in a million years would have hit upon this solution.  Rarely does a particular mechanic strike me as being absolutely, flawlessly, perfect at doing what its meant to do in a game.  The Grey Ranks grid is such a mechanic.  Kudos.

GreatWolf:
Reithan, check out the official website for information, links, and whatnot.

And I totally agree with Ralph.

Final AP is coming real soon now.  Maybe tonight, maybe tomorrow.

Ron Edwards:
Seth, that's a really good point about the chronology. When we played, we didn't pay much attention to that, and the next time, I think I will make a special effort to do so.

Best, Ron

Jason Morningstar:
Thanks for the praise, Ralph, that means a lot to me. 

I was careful about picking dates with the intention of mentally pacing the game.  Most of the narratives I read were similarly sequenced - you'd get a solid half or more that took place over a single week, with slower sections on either end.  I wanted to emulate that.  In retrospect I probably should have called more attention to this.

It looks like character death didn't cause any problems for you guys in later scenes, but I'm interested in how players of dead characters interacted late in the game - any thoughts on this?

Paul T:
I just wanted to say...

This AP led me to check out the website for the game, and from there I jumped over to watch the little "demo" that's linked on YouTube. What a brilliant idea! I loved it--a great way to explain, demonstrate, and advertise your game. Great stuff!

(Has anyone else done a video demo?)


Paul

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