Monday, 12 December 2011

the puppies, they are dead

it feels like a rite of passage, the gamer's hajj. "you must play kill puppies for satan at least once in your life." it was a bit of a joke, just to see if i'd run it, and i did.

it's a funny little game, with some clever ideas shamelessly stolen from other games (it says so in the text). as we played we made comparisons to other games and genres. we definitely took the game in the direction of drug addled reprobates and fiasco style incompetence. a kpfs fiasco playset might be hilarious.

as the gm, i had the usual struggles to get the characters moving along. providing npcs who hate them isn't bad, but that's never the same as when the players have their own goals. poison'd has ambitions that fill this role nicely. kpfs seems like the ancestor to poison'd in a few ways. the characters are horrible and deal with devils, spirits and gods, they sin and sin and this keeps satan happy, and so on. the addition of ambitions is a good move from parody game to playable game or multi-session game.

but really, there's just one goal here: kill puppies for satan. he rewards by making them powerful. when the action slows down, the characters need to kill cute animals. deliberately. with absolute antipathy. and in doing so, they make enemies. more enemies just forces the characters to become more powerful, so they need to kill more puppies. if the players just treat puppy killing as a fun thing to do on a lazy afternoon, the game has more than enough momentum.

the listlessness of the game is its chaotic core. there's no larger goal here, just the immediacy of killing puppies and the promise of power for doing that. this is a contender for best nietzschean game ever. play it at least once.
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