Freelance Alan Moore impersonator
Yes on both counts.Have you played Remember Tomorrow? If so any chance you could start a new thread to say how you found it?
I've played three one-shots of RT so far, as well as the opening scenes of a PbP game, and have had largely positive experiences with it. The things I think worked best are:
- Everyone I've played with has been able to pick up the background and mechanics really quickly. I've just had to spend a couple of minutes talking about the influences, then lead by example with the opening scenes, and it's clicked immediately for most players (except for a couple of aspects, mentioned below). Also, it requires no preparation, which is something I really appreciate in a game these days.
- It's fast-moving and vicious. While it's not explicitly a competitive game in the way that, say, Agon or Contenders are, you are working to achieve a goal for your character in the face of serious opposition presented by the other players. The whole setup of desperate people trying to overcome grim situations gives RT a nice film noir feel.
- The mechanics are elegant and really work towards creating something that feels like a literary cyberpunk story. Gaining Positive Conditions for winning conflicts or Negative ones for losing pushes things in all sorts of interesting directions: I may decide that I want a conflict where my character beats up the corrupt cop on his tail and takes his gun and badge, so I state that I'm after the PCon of Armed to reflect this. When we roll the dice, though, I lose, and you decide that you want to give me the NCon of Trapped to reflect being arrested and thrown in a holding cell. I suddenly need to sort this out before the Condition gets used against me to screw with my stats or successes in a conflict.
- There are plenty of random tables to roll on for inspiration, for anything from character backgrounds to how someone falls when they're shot. None of these are mandatory, but they can help a lot when you're stuck for ideas.
- Having a shared pool of opponents, in the form of factions or unassigned player characters, means that when it's your turn to play the Controller role (GM) you have a wide choice of opponents you can use to drop someone else in the shit. Again, this helps a lot with inspiration. Between this and the tables, I've not yet seen a game stall while someone gropes around for an idea, which is a strong selling point in a zero-prep, GMless game.
There are a couple of things I've seen cause players to stumble:
- The Controller always sets up the scene, and this is usually a Face-Off scene, where they use a Faction or character to cause trouble for another player's character. This means that as a player, the only chances you get to advance your character's goal are in reaction to the trouble that's being thrown at you. In play, this is actually really cool, as it really adds to the feeling of desperate people trying to claw any success they can from a grim situation, but it can seem a bit counter-intuitive at first.
- Similarly, players can be thrown by the fact that the loser always narrates any conflicts. When you win, you get to decide what mechanical rewards you get, including gaining Positive Conditions or inflicting Negative ones on your opponent, and between this and the fact that you've stated a goal for the conflict, you have a lot of influence on what happens, but the detail of how your character succeeds is always down to someone else. This has tripped up players in all the games I've played.
All in all, Remember Tomorrow is the most entertaining game I've bought this year (in the interests of full disclosure, Gregor Hutton is a friend of mine, but I'm pretty sure I'd feel the same way if I had no idea who he was). My only frustration is that it's really designed for campaign play, and I've only had the opportunity to play one-shots, but I hope to rectify that soon.