“The Lindworm is the monstrosity that haunts our summer camp. It is the bane of our existence, and will destroy everything we’ve built if we’re not careful. It is the trauma of history, the collective pain of a cruel society, and the violence inflicted upon the marginalized and the vulnerable.”
Being a sensitive, creative (and overweight) young man, Mike is pushed away by those he seeks to love (Kiki), jealous of those that find love easily given to them (Christopher), and compelled by society and culture to go against his own nature and find solace in toxic masculinity (Roger/mischief/weapons). This was what haunted my young adulthood, so I enjoyed walking in Mike’s shoes for a bit. Even if those shoes need a good cleaning now…
]]>So… I’m spending money on board games again. That means more posts about board games in the future.
]]>I did not know that. I’ve seen Alice is Missing on THE HOTNESS list over on RPG Geek frequently, but never checked it out before. I just read through a PbF (Play By Forum) game of it and it reminded me of another PbF game I had read of “The Wait” by Travis D. Hill.
And speaking of “play by text,” Travis has an even more similar game, “Chain Mail.”
Here’s the publisher blurb about it:
“In Chain Mail, you and your group are joining forces to create the best genre story possible. Remember those wonderful story-telling experiences where you go around the circle contributing a few sentences to an ever-growing, changing, and evolving story? That’s Chain Mail. But it’s happening the old fashioned way: via old fashioned, on paper, stamped and everything mail. However, there are a few things to help guide you on the path.”
Thanks for the free tech support.
As far as Icarus goes, I was very pleased with its ability to handle very big events from the point of view of individual characters with different motives. I also liked the character action system (placing dice on Aspect cards), which encourages them to work together to increase the odds of success (a single character only has a 33% chance of success).
However, the star of the game is probably the Aspect card system. Being limited to what I could write on a 3×5 card kept the detail level low and the game moving fast. And I loved how I was encouraged to take actions that combined, removed, or replaced issues on Aspect cards instead of just adding new things to the tableau.
It worked really well for solo, I thought. I barely needed the oracles. The game system itself takes care of success/failure and the prompts given pushed the story along on its own without much help.
Would love to hear your thoughts on the system, having played it through.
Two other quick points:
* It might be useful to add a follower function to your site. I have one on mine, but couldn’t see any way to get notified of new posts on yours. I think it’s just a tick box in one of the admin settings pages.
* Looks like the link in your “O Solo Mayo” header is broken.
Yep, makes you realise how clunky BGG is for that sort of stuff.
]]>Yes! And I’m actually excited to see what happens next as my two characters work together to protect Icarus. What a great game this is turning out to be for solo!
Trivia time: In Greek mythology, Daedalus was Icarus’ father who warned him not to “fly too close to the sun.” Putting the early warning systems on a moon named Daedalus seemed like a good fit.