For the Queen (new Alex Roberts game)
Nov 1, 2018 20:13:17 GMT -8
Post by tomes on Nov 1, 2018 20:13:17 GMT -8
For the Queen is a new game by Alex Roberts. I first played in March this year, and have played over 20 times since then. It's hands down my favorite RPG of the year.
I go into this in detail in a few blog posts, but most specifically here: www.supernovembergames.com/tomes-of-tomes/2018/10/25/do-you-even-for-the-queen.
Here's an excerpt:
There's some actual play links in there as well.
It now appears on the Evil Hat project status page. Here is a recent Twitter announcement of official production by Evil Hat by Alex, including dope pictures of prototypes and art.
Also: I've run this at Games on Demand at Strategicon this year, and will continue to do so in the next year.
I go into this in detail in a few blog posts, but most specifically here: www.supernovembergames.com/tomes-of-tomes/2018/10/25/do-you-even-for-the-queen.
Here's an excerpt:
Ok, so why is this game so insanely good? I have thoughts. Here are some:
The game involves us creating characters during play. This is not unique to this game, but does mean you can just dive right in without wasting a moment. This is also the lowest barrier to entry I’ve ever seen in an RPG, so you can play this with literally anyone, including those with no RPG experience at all. I’ve done exactly this to great effect.
The questions are framed around our characters and our relationship with the Queen, a character that no one is playing. This means that as we are developing our characters, we are also creating this other character in the space between us, and watching that Queen character manifest is a fantastic experience, as its developing piece by piece from everyone’s various narratives. The Queen is always relatively complex, and it’s just stunning to watch the game do this magic.
The game comes with safety mechanics built in. The instructions, which are read on these very same cards, in round robin fashion, include an X-card. Even then, the X-card itself is completely normalized, and can be used for problematic or triggering content just as easily and seamlessly as for tone or any other reason. It’s quite liberating.
In addition to having the active player answer the question on the card, the game also encourages the other players to ask clarifying questions. These may start innocently enough (“How does that make you feel?” “Why did that happen?”), but can also easily lead towards leading questions that can also establish wide-ranging fiction (“Do you have wings like the rest of us?”). And if you don’t want to go along with the leading question and have that establish fiction that is unrelated or not-in-tone? Simple… X-card.
The fact that you constantly have to actively listen, and you constantly are allowed to actively participate by asking clarifying questions, means that you are constantly engaged. This basically creates instant great table culture. I am totally convinced that this game is basically: Good RPG Culture Training, masquerading as a brilliant RPG.
The game involves us creating characters during play. This is not unique to this game, but does mean you can just dive right in without wasting a moment. This is also the lowest barrier to entry I’ve ever seen in an RPG, so you can play this with literally anyone, including those with no RPG experience at all. I’ve done exactly this to great effect.
The questions are framed around our characters and our relationship with the Queen, a character that no one is playing. This means that as we are developing our characters, we are also creating this other character in the space between us, and watching that Queen character manifest is a fantastic experience, as its developing piece by piece from everyone’s various narratives. The Queen is always relatively complex, and it’s just stunning to watch the game do this magic.
The game comes with safety mechanics built in. The instructions, which are read on these very same cards, in round robin fashion, include an X-card. Even then, the X-card itself is completely normalized, and can be used for problematic or triggering content just as easily and seamlessly as for tone or any other reason. It’s quite liberating.
In addition to having the active player answer the question on the card, the game also encourages the other players to ask clarifying questions. These may start innocently enough (“How does that make you feel?” “Why did that happen?”), but can also easily lead towards leading questions that can also establish wide-ranging fiction (“Do you have wings like the rest of us?”). And if you don’t want to go along with the leading question and have that establish fiction that is unrelated or not-in-tone? Simple… X-card.
The fact that you constantly have to actively listen, and you constantly are allowed to actively participate by asking clarifying questions, means that you are constantly engaged. This basically creates instant great table culture. I am totally convinced that this game is basically: Good RPG Culture Training, masquerading as a brilliant RPG.
There's some actual play links in there as well.
It now appears on the Evil Hat project status page. Here is a recent Twitter announcement of official production by Evil Hat by Alex, including dope pictures of prototypes and art.
Also: I've run this at Games on Demand at Strategicon this year, and will continue to do so in the next year.