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  • Oct 21, 2026, 2:31 PM

    What I found most controversial before start was that the game was already sequenced into "chapters" (a broader concept of "scenes"). Quite open, but with prompts like: "First meeting. Focal character survives" and even "Focal character dies". But where the scene is set, and how it's played out, is totally up to the players in the moment.

    It worked, it really did. It was like being handed prompts in an improvised theatre session, with a shared context and clear boundaries.
    4/5

    💬 1🔄 0⭐ 0

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  • Oct 21, 2026, 2:31 PM

    I think it was a case of "when limits are explicit, creative freedom can really take flight". It was like participating in a moody drama, and the familiar setting made the few supernatural elements hit especially hard, and created an eerie mood. I was reminded of the Bergman movie "Fanny and Alexander".

    I know I have been critical to "realizing the designer's vision"-type-of-games, but this was simply a very fun and engaging evening with friends. Will link to the game when it's released.
    5/5

    💬 0🔄 0⭐ 0