Not One Step Backwards
Brendan C.:
Sounds like a cool idea, Shane. I haven't ever really thought about a game which is the fight to avoid fighting. I like that idea, though, and I like your historical setting. And the idea of "The GM, through the commissar, has a mechanism to add conflict to any scene where it makes sense," somehow tickles me.
Being inexperienced myself, I have no idea what the best strategy is, but I'm certainly going for a shotgunning kind of strategy, too.
One thing I'm curious about for your game is the optimistic tone. Considering that many of your answers to the questions are focused on the idea of giving more power to those who embrace hope and humanity, this game feels very different than I might have envisioned it given just the concept. After all, WWII as a setting does not often seem conducive to stories about hope and optimism. I'm interested to see how well that comes through, particularly because of the idea that "[the game] punishes those who sacrifice humanity to achieve escape, who delay too much on the path, and who lose sight of the destination". Perhaps I'm reacting strongly to the language of "punishes", so my reaction is unwarranted, but I'm curious to see how effective the game would actually be in making people move in an optimistic, hopeful direction through negative reinforcement of a more pessimistic style of play. Again, though, I might be unnecessarily hyper-focusing on the "punish" part.
Oh, and thanks so much for using the questions! I had heard about these before, and then I totally forgot how to find them, and now I'm shamelessly stealing them for use in my own thinking. Thanks again!
Jason Pitre:
Hmm, it might screw up the timing for the setting, but the idea of Russians fleeing for Berlin and the wall (post-war) seems ideal for the themes in question. Just a random idea. It looks intriguing thus far.
Gregor Hutton:
I got a chance to play through the very start of play and a few scenes for this one. It has some promise, some questions and some problems. But! I think after some card flipping and a little play Shane has a kick in the right direction for what he needs to work on and where to go. There are also things he needs to flag up as questions for finding out in play and probably things he needs to ditch or think hard about.
I found the link I wanted to share with Shane too: Krasnoarmeets, which touches on the same colour, location and grimness. Shane's take is different (you're fleeing from the war in Stalingrad on a journey) but I think it's worth Shane looking at one of my favourite Ronnies entries!
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