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Nevermore game box design with raven giving you the evil eye
Nevermore game box

Forget quoting the raven, how about going to head to head in a card-drafting spell-flinging all out duel to the death? Because that’ll really get your feathers flying.

Nevermore hails from Smirk & Dagger Games and is a fast-paced card drafting game in which you try to outwit your friends to rise to the top. The game fledges somewhere between Edgar Allan Poe’s The Raven and The Crow supernatural superhero comic series, with magic users attempting to defeat one another, turning each other into ravens by attacking or flinging spells while trying not to be turned into ravens themselves.

In a raven-peck-raven world, how do you come out on top?

There are multiple ways to win: to gather enough victory points to win while ending the game as a human, to be the last human player standing, or to peck all of the other players to zero health turning them into ravens while in raven form. You have hover stay on top of everything to be sure no one is sneaking anything past you and to make certain none of your opponents have the upper hand. But then again it always pays to keep up on the highest branches; there’s less shit to deal with up there.

Nevermore game setup with the layout of the cards, digitally altered so to be seen from the shadow realm in raven form
Nevermore game setup, digitally altered so to be seen from the shadow realm in raven form

Flights of cards: structuring game play

Each round, all of the players are dealt 5 cards. They try to build their hands around the suits: hearts (healing), swords (attack), cups (victory), and Light Magick (spells). Whoever has the most of any given suit in a round gets to activate that suit’s power for the round, the effects of which differ depending on what suit it is. A fifth suit, the raven cards, can either go all out and win the round (if your hand consists of 5 ravens) or cause you to lose other cards in your hand to their incessant pecking. Skulking Ravens (extra raven cards that remain after all other cards have been pecked away) earn Shadow Magick (dark spells). So the bird in the hand can be worth more, but only if you can manage to get enough of them to do something useful.

The challenge comes from having to pass cards and dealing with flung Light and Shadow Magicks. It’s not just the luck of the draw but requires attentive planning to be sure that you don’t pass cards to your neighbor that would give them an edge. And to keep cards that you think will gain an advantage when paired with the unknown cards coming your way from your neighbor to the other side. You have to pay attention to what goes and comes around to get ahead in this peck-or-be-pecked world.

Nevermore cards in hand, two ravens pecking three swords for an attack of 1, also digitally altered so to be seen from the shadow realm in raven form
Nevermore cards in hand, also digitally altered so to be seen from the shadow realm in raven form

Nevermore is pretty simple to learn and it’s easy to get the hang of play. And even when you are losing, you can still make a comeback and win the game while in raven form (for all that you are very limited in your ability to do), so there are many different strategies depending on how things are going and what the other players are up to. As a result, Nevermore is less frustrating than some of those drafting games where you know well in advance who is out in front while you just keep watching them fly further and further into the lead with nothing you can do to thwart them. This game offers options, like those shiny baubles you want to collect and hoard in your nest.

I give Nevermore 4.0 Cthulus.

4 out of 5 stars (4 / 5)

It’s a great game to pull out from time to time and get your Edgar Allan Poe and/or Eric Draven fetish on. But Nevermore is a bit simple to keep long term interest, kind of like a shiny bauble in your nest-hoard. Sure, it’s sparkly, but there’s just not much else to it. Every game plays out more or less the same with differences depending on the players and the draw of the cards. But let’s face it, sometimes that’s just what you needed – something to glimmer at you as you peck everyone else’s eyes out.

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Jennifer Weigel is a multi-disciplinary mixed media conceptual artist residing in Kansas USA. Weigel utilizes a wide range of media to convey her ideas, including assemblage, drawing, fibers, installation, jewelry, painting, performance, photography, sculpture, video and writing. You can find more of her work at: https://www.jenniferweigelart.com/ https://www.jenniferweigelprojects.com/ https://jenniferweigelwords.wordpress.com/

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Into the Odd Remastered: an Ethereal Steampunk TTRPG

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“Fallen cities are adorned with statues of star-beings, cultists manifest their fervour into reality, and belligerent unions prepare for a cosmic invasion. Familiar landscapes are overrun by strange weeds, corrosive mists creep in from the sea, and jet black mountains watch from the horizon. This odd world has been affected by beings stranger than we can imagine.” -pg 4, INto the odd remastered: introduction

Into the Odd Remastered is an update of the 2014 role-playing game of the same name. Written by Chris McDowall and sold by Free League Publishing, the rules-lite tabletop roleplaying game asks you to place yourself in a world long ago ravaged by cosmic horrors. The general atmosphere comes across as dark steampunk though there is room for plenty of genres to intermingle.

The rules are relatively simple. Characters have four stats; Strength, Will, Dexterity, and HP. Strength, Will, and Dexterity start as a value between 3 and 18, as determined by rolling 3d6. During the game, players roll a D20 versus their stats, attempting to roll lower than the value in order to succeed. Many effects damage the stats as well as the HP value. Additionally, all attacks always hit, with rolls being used just to determine damage.

The rules can fit on a single page as evidenced by the handy Into the Odd cheat sheet made by garkia19. As a note, this cheat sheet has some minor typos. For example, characters don’t have a Charisma score. However, I found it incredibly helpful to use as a reference while I played Into the Odd. Another great resource was Søren Nøhr Ryborg’s The Odd Generator, which auto generates characters for Into the Odd. Since we were just trying out the system, both these resources made it really easy to jump in without my players needing to read the whole rule book.

A screenshot from the Into the Odd character generator by Søren Nøhr Ryborg (LINK).

A general shoutout to Owlbear Rodeo, a free virtual tabletop software, David Wilson’s 2-minute tabletop token library, and Kenku FM for their role in creating an immersive gaming environment.

The Player Experience

The Into the Odd rulebook, in addition to rules, also contains a sample dungeon. It was this dungeon that I ran for a party of three adventurers. They found the system to be easy to understand, however, coming from more rules heavy systems they often felt like they weren’t doing enough. For example, they wanted to roll dice more often. However, they still had fun crafting a narrative and working with each other.

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The Gamemaster Experience

I was in love with the idea of Into the Odd. An accessible, low barrier RPG with a splash of steampunk and cosmic horror. What’s not to love? But I found the Into the Odd system left a little to be desired. In particular, combat doesn’t feel particularly difficult or interesting. Since players always go first and everyone always does damage, it meant my party of three people were able to dispatch any enemy before it could hurt them. Skill checks felt like they had the opposite problem. None of my players could succeed in a skill check because their stats were so low. This meant that the tension was removed from both combat and skill checks. Playing the dungeon and rules as written, I didn’t feel as if I had the mechanical or narrative tools to rectify either issue.

The dungeon itself was a bit drab. I loved the art and ideas behind it, but there wasn’t much content. A smaller, more detailed dungeon would have been easier to run and better received by my players than a large, sparse dungeon. I also wished for far more traps. While I recognize I could have populated the dungeon myself, I often don’t expect to finish a dungeon myself when given one to run.

Into the Odd Rulebook Sample Dungeon (page 75)

Outside of the sample dungeon, there is not much content for the gamemaster to work with. If I wanted to start running my own Into the Odd games there are very few monster, trap, and loot examples so I would have to come up with everything myself. This is not the end of the world, however, I personally like to have more content than what was provided to start doing my own adaptations. If I were to try this system again, I would want to use it for a heist narrative over a dungeon crawl. 

Conclusion

The Into the Odd rulebook provides the skeleton for a rules-lite RPG adventure, however it fails to add any meat to the bones. The result is an RPG that requires far more work for a gamemaster than the rules-lite exterior would indicate. This is not inherently negative, however could be surprising given the game’s pitch. If you are looking for a new system to tinker around with, this could be a great next purchase! 3.5 out of 5 stars (3.5 / 5)

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Disco Elysium – A Reflection

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Disco Elysium is a role-playing video game released in 2019. It was developed and published by ZA/UM under the lead of Robert Kurvitz. The Final Cut was released in 2020 featuring full voice acting and new content. It is available to play on PC and console.

The game cover for Disco Elysium The Final Cut. It shows two men standing next to each other. One holds a flashlight and the other holds a gun.
Cover art for Disco Elysium: The Final Cut

Disco Elysium is a weird game. I have been playing video games, especially RPGs, for most of my life and I can confidently say this game is an outlier. Instead of a focus on combat, the game is written almost entirely around skill checks and dialogue trees. While that alone isn’t enough to make the game a stand-out, it is the fact that a vast majority of the dialogue trees occur as your own internal monologue which sets it apart.

Who Are You?

A screengrab from Disco Elysium. It is a blurry watercolor image showing the faint hint of a man's face with a red nose.
No really, *who* are you?

There are 24 different skills split across the four categories of intellect, psyche, physique and motorics. You of course have the more traditional skills such as Logic, Empathy, Endurance and Perception. But there’s also more elusive skills, like Esprit de Corps which determines how connected to your home police precinct you are.

After all, you are a police officer in town to solve a murder. It’d certainly help things if you hadn’t drank so much that you absolutely ruined your memory (among several relationships in town). “What kind of cop are you?” the tagline reads. You get to decide because you cannot remember who you once were.

This isn’t a review about Disco Elysium in the traditional sense. Because Disco Elysium ended up being far more than just a game to me. I found myself relating to the main character (whose name in and of itself is a spoiler) far more than I ever should have. He doesn’t know how to be human – and for the most part neither do I.

What Makes You?

A screengrab from Disco Elysium showing internal dialogue and skill checks.
An example of internal dialogue and skill checks in Disco Elysium

As you play through the surrealist dream that is the setting of Revachol, interactions with the townspeople can be tedious processes. The entire time, you are in constant dialogue with yourself trying to figure out the right thing to say. Logic makes some good points, but Electro-Chemistry says I should forget about all of this and go get wasted because Empathy just chimed in and told me I hurt this woman’s feelings with my failed attempt at Rhetoric.

The first time I played Disco Elysium felt like an awakening. No game has ever so accurately managed to tap into the types of conversations I have with myself daily. No game has ever so accurately managed to tap into the sheer shame and self-degradation I endure when I mess up a social situation.

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Luckily, in video games there is this neat trick called save scumming. It is when you save the game before important decision making, and if things don’t go the way you’d like you simply re-load the save and try again. There is seemingly nothing better than doing something over differently and a new part of your brain chiming in to say, “Damn, that felt *good*. Your heart is pounding nicely. You should tell people to fuck off more often.”

What Breaks You?

A screengrab from Disco Elysium showing a bombed-out city statue.
The environment is almost as much of a mess as you.

In real life, there is no save scumming. There is no going back in time to give yourself a do-over. I think that is why RPGs speak to me so strongly in general. I can slip into the skin of a new character and failure never has to be an option. The sinking pit of shame only has to last as long as the game takes to reload.

Disco Elysium feels like a game built on shame, guilt and redemption. Probably because it is a game built on shame, guilt and redemption. My entire life has felt like a game built on shame, guilt and redemption. I’ve gone through like the protagonist – bumbling and trying so hard to pick the correct option in the dialogue tree and only realizing moments too late that I chose the wrong one. My only reward, like his, is a stream of insults hurled at me by my own brain.

Of course, I learned nearly two years after my first play-through that I am autistic. It turns out, most people do not constantly have dialogue trees of pre-scripted responses popping up in their head when they speak to others. They can just… have conversation? With my diagnosis came a lot of soul searching and an equivalent amount of therapy.

What Heals You?

A screengrab from Disco Elysium depicting two men sitting on a swing set in a snowy environment.
The protagonist takes a respite with his partner.

However, it turns out, my diagnosis and the resulting psychology bills shifted the way I play RPGs in a way I didn’t realize until I picked Disco Elysium back up for another playthrough. As I load into the opening scene hotel, I walk away from the first skill check knowing I won’t pass it. The first time I played, I probably re-did that skill check ten times alone before I got the result I wanted.

As I exit the hotel room to encounter the next character, I’m open and honest with them about the fact I cannot remember anything. I previously ran through that conversation five times trying to convince them that I was normal and that everything was fine with me (despite the obvious indications otherwise).

It took me an embarrassingly long time to realize I wasn’t save scumming. Something inside of me had clicked into place. It was a new feeling replacing the insane urge to “get it right.” I stopped focusing on how to play correctly and realized that there is no way to play correctly.

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I have my skills and I can use what skills I have to solve the problem, even if it isn’t the conventional or correct way. There is no sense in trying to shove a square solution into a circular problem.

What is Next?

A screengrab from Disco Elysium showing the protagonist's revealed face.
Don’t be too afraid to look in the mirror.

I realized that it’s ok to get things wrong, it’s ok to admit you don’t know what you’re doing, it’s ok to ask your partner for help when you’re terrified they’re just going to laugh at you. More importantly, I learned that in Disco Elysium and life that it’s ok to walk away from things until you have the needed skills to go back. And you don’t need to feel guilty about it.

The first time I played – I immediately reloaded when Drama chimed in to tell me “This may have been a *grave* mistake, sire.” This current playthrough I sat firm in my decision and finally got to hear Volition’s response: “Maybe. Maybe not. Mercy is rarely a *complete* mistake.”

My rating for Disco Elysium: 5 out of 5 stars (5 / 5)

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Dune – Adventures in the Imperium: Gen Con Review

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“A debt owed. A missing heir. A new cult rising in the desert. Trapped between an ageless prophecy and sensitive politics, a delicate path must be walked. What is the truth? With whom will you stand?” Introduction, Time Becomes A Narrow Door by Modiphius Entertainment

August 3rd through 6th I had the absolute delight of attending Gen Con, as they like to say,The Best Four Days in Gaming™. It is an enormous gaming convention, primarily focused on tabletop gaming and filled with vendors, events, workshops, and anything else you can think of. 

While at Gen Con, I was able to sit down and play Dune: Adventures in the Imperium by Modiphius Entertainment. Modiphius is known for their 2D20 RPGS such as Achtung! Cthulhu, Star Trek Adventures, and the Fallout RPG. They also carry some familiar items such as the Bladerunner RPG and the Tales From the Loop Board Game. As a well-regarded publisher with great titles, I was excited to check out how they made the Dune universe immersive.

Dune: Adventures in the Imperium, like many of Modiphius’s RPGs, utilizes the 2D20 system. Each character has Skills and Drives that are added together in a given situation to produce a target skill value. In order to succeed on a test, a player must roll below that skill value. Players roll 2d20 by default, but can spend a luck currency, called momentum, to add additional dice and/or activate their special abilities. More information about how to play can be found in the Modiphius-recommended video below.

‘World of Game Design’ Teaches how to play Dune: Adventures in the IMperium

Playing the Game

I played the scenario Time Becomes a Narrow Door, with a table full of players new to Modiphius’s system. We used the pre-generated characters available in the Dune Quickstart Guide, which is available for free on Modiphius’s website. I’ve included two sample pre-generated characters from the free Quickstart Guide for reference. All six re available through the official Quickstart Guide. Worth noting, the Quickstart Guide also includes the scenario Wormsign to help get you started, which we did not play. 

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In Time Becomes a Narrow Door, we were members of a small house trying our best to garner favor, help our rivals, maintain our morals, and make sure we still came out on top. Our main task was to convince the son of another house to return from his spiritual journey. Our table had a lot of silly energy, so we named ourselves House Montana, with our patriarch being Lord Billy Ray Cyrus. Of course, bad southern accents abounded. We had a blast bouncing off each other and making the world our own. Big props to the person running the game for making it such an enjoyable and accessible experience. 

The system was a lot of fun! It was easy to build an environment where collaborative wins were rewarding. The system prioritizes collaborative storytelling as well as mutual success or destruction. Therefore, it was easy to treat everyone at the table’s rolls as meaningful and contributing to the betterment of the house. I also loved the mechanic of building our own house. We only did a small amount of this in our session, but by reskinning House Atreides to be our own small house, we felt a lot more ownership over the assets, favors, and enemies we were gaining.

An image from page 9 of the Dune: Adventures in the Imperium Quickstart Guide

My one caution is that we didn’t do a lot of combat. There was only one fight, and we let it be a duel. As this is a part of the game we didn’t experience much of, I can’t really speak on how robustly the system handles that kind of conflict. My initial impressions point towards combat lacking some mechanics. However, I only got a small introduction. 

If you are a fan of Dune, check out the Dune: Adventures in the Imperium Quickstart Guide! While I cannot rate the system as a whole, the experience was definitely worth its time! Try Time Becomes a Narrow Door yourself, or just check out the Quickstart Guide.

4.8 out of 5 stars (4.8 / 5)


Find more of my Gen Con 2023 shenanigans here.

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