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Fan Club “Blog” #13: A Good Society Review



Damn! You guys get a bonus review on the Patreon today.

One of the videos I had planned for Season 2 was Good Society, a TTRPG of romance and scandal that lets you tell your own Jane Austen story (albeit one that's loaded with panicked anachronisms in the manner of “You’re doing WHAT? That's my BETROTHED, you SHITHEAD!”).

But: Disaster! This week my players and I completed our campaign and in the hours-long discussion that followed I admitted to myself that assembling a full-fat video review might not be the best investment of my time (or your Patreon $$$ 💸). That’s because there’s a pretty stark incompatibility between what I want to do with Quinns Quest and what our group's experience of playing Good Society was like.

But let me start by saying we had fun. In fact, our final session had whole hours of scenes where my players were roleplaying with such intensity that a player had to tell me off for eating my peanuts too loudly. I - the GM! - was ruining the tension.

So if you want to play out either a Regency romance, romantic comedy or a farce, by all means purchase Good Society in print or .pdf, buy some cheap fans for your players to hide behind when the play gets a bit much, and slap that game in front of a consenting group. It’s got some fabulous ideas and I can’t wait to tell you about them!

But... y’know, just not in a video review, and instead in the lower-stakes format of a blog post.



Why? Well. With Quinns Quest I want to encourage folks to just try new TTRPGs and see how easy and rewarding it can be, right?

But from our second evening of Good Society onwards (because session zero in this game is SO good, it’s a smokeshow, hot damn), this system - this book - wasn’t easy or rewarding. And I’m just not comfortable pointing the retina-searing Quinns Quest spotlight at a game that I think might be exactly what people worry TTRPGs might be: A little confusing, a little awkward, and constantly saturating them with doubt that they're playing this wrong.

So let's get into it.



As I say, the preliminary session of Good Society where your group works together to lay out the building blocks of your Austen story? It's just a blast. Where most TTRPG designers like to lean on dice, publishers Storybrewers really like working with cards and tokens, and it’s in session 0 where that decision makes the most sense.

Depending on the kind of Austen story you want to tell, the game gives you a bunch of character archetypes, then everyone gets a card that describes a relationship (and maybe a secret about this relationship on the other side of the card), then everyone has to give this relationship card to give to another player to tie your characters together, THEN everyone gets a card with a SECRET objective. This is something like a win condition, and it's one of several things that makes Good Society among the most PvP TTRPGs I've ever played. You're not a party of adventurers, you're not even necessarily friends! You're just a bunch of people trying to get your way.



So to summarise, Good Society might tell you: Okay, you’re a New Money-type person who is distrusted by high society, and you’re secretly engaged to be married to this other player character. But why is it a secret? And why won’t they marry you yet? Maybe you’ll get out your IRL phone at this point and start texting secret ideas to that other player.

(Hot take here: TTRPGs where players are told who their character is, even if it’s just a little bit, like how Mothership makes everyone roll on a d100 table for the patch on your clothing and another d100 for the trinket in your pocket, make for better stories than games where players are given a blank canvas. The best thing about TTRPGs is telling stories that are (a) good and (b) surprising for everybody, and giving players a blank canvas to doodle their character on is a frighteningly good way to ruin both of these goals.)

Finally, the last thing you do in Session 0 of Good Society is the GM dumps a pile of 30 people on the table, each with a picture and a scrap of a personality attached, and every player gets to choose two of these would-be pains in the ass as NPCs who have power over their player character.



Perhaps you create your mum and your dad, perhaps you create two conniving yet wholly repellent men who are fighting for your affections! Whatever you fancy. And then - here’s the best bit - the other players draft which of these NPCs they’d like to play. So everyone gets to put their own spin on your pitch for an NPC, and everyone gets to enjoy having power over everyone else.

At this point, your game of Good Society feels like it’s about to take off like a rocket ship. You’ve got secrets! A character sheet full of intriguing-looking boxes for stuff like your “Reputation” and “Inner conflict”! And you’ve got a cast of NPCs where everyone is going to feel a shared sense of responsibility for making them memorable.

At this point in the campaign, my group’s setup felt SO full of potential. My two female players were playing two rival men, the awkward (but wealthy) entomologist Henry Pickleswick and the dashing (but broke) cavalry Captain Charles Branworth. Then my two male players were playing two semi-doomed women who desperately needed to get married: the hedonistic (but almost-too-old) Emma Darlington, and the fascinating (but at risk of being deported and jailed any day now) Russian emigré Mina Tsarinovich.

What’s gonna happen next? Who’s gonna fall in love with who!? Who will suffer under the yoke of our 8 powerful NPCs?

“Oh jillikers,” my players were shouting (possibly literally, I can't remember). “When’s our next session?!”

And again - I really cannot overstate this - the story we told across five more evenings was cool and fun! As candle wax dripped and spattered across my dining room table we giggled our way through so many classic romance scenes. We had kisses, arguments, words whispered during a dance. We had a selection of agonising dates where characters were being shoved together by overbearing parents. We even found the time for an unexpected and tender romance between our two most repulsive comedy NPCs, Jasper and Mina. Both of the players controlling them gave each of these characters a voice so horrible you wanted any scene they were in to stop immediately, and yet there was something... oddly captivating about the two of them together.



It was like squishing a bug- we couldn't bear what we were seeing, but we weren't about to look away.

So where did this all go wrong? Well, it never went super-duper wrong per se, but our campaign of Good Society did have dozens and dozens of irritating little surgeries where we had to stop a scene to discuss the game’s mechanics; we had to analyse the precise wording of the rules-as-written to see if we really understood them. And we'd often discover that we were playing the rules correctly, which led to a further, more exasperated discussion of whether we were just... playing... weird?

Let’s start with our big problem, which is what Good Society uses instead of dice: Resolve tokens.

Basically, as the game goes on every character can gain Resolve, which they can spend to do the sort of stuff that in other TTRPGs might come down to a die roll. Perhaps you want to attempt something challenging, or perhaps you'd like fate to intervene in a way that benefits them (like your rival’s horse getting spooked, or you're at a party and you bump into the exact person you were hoping to speak to).

We ended up using pretty little seashells as Resolve tokens. So thematic! So cute!



Look at them! Don’t you just want to earn them? Hoard ‘em? Spend ‘em? Ah.

It’s not an exaggeration to say that by the end of the campaign, I loathed these seashells. These little bits of eldritch carrion. Why did we ever take them out of the sea?? I ask you

The thing is, you know how dice rolls are often the high point of an RPG night because they’re a little flash of tension and surprise, but they don't disrupt the flow of a scene, they just cause it to fork dramatically? Well, when a player wants to spend a Resolve token? It has the same effect on the scene people are roleplaying as blasting the participants with pepper spray.

I’ll explain. First, take a look at the wide range of applications they can be used for:



So basically you get a player or the GM yelling “WAIT!” or “STOP!” in the middle of a conversation people are having, and then pitching what they’re thinking might suddenly happen. Perhaps, they say, the scene someone was framing in fact isn’t going to happen because a snowstorm means they can’t leave their house. Or perhaps, they muse, the light in this moment catches a PC just right and the NPC they’re talking to suddenly falls in love with them.

There are a hundred ways you might spend Resolve tokens, but tons of them cause you to stop the game in order to have another, separate, confusing, more adversarial conversation, and then sometimes when you get to the end of this not-easy discussion the Resolve token isn't even used.

There are some small reasons for that (the GM needs to consider if this is a fitting use of a Resolve token, because there are strict things that these tokens can and can’t do, also the request has to not be too big or too small, also actually also let’s think about what the consequences of this would be to make sure doing it still serves the character's interests), but the big one is that if your Resolve token spend is “Harmful to another player’s interests” (which the book informs us it not the case if this is simply "good for another character", which is a philosophical mindfuck because these are never separate in an adversarial situation) you don’t get to spend the Resolve token unless they agree, and if they do agree their character gets the token (which undermines the drama of the scene because you're creating a problem for them while simultaneously giving them the resource to solve it) but also if they like they can instead present a counter-offer by changing what you’ve pitched, and you can decide if you agree to that.

Or you can reject their counter offer, at which point you could try and pitch something else, or you could shamefacedly retract the Resolve token because it’s clear that nobody in the room is really into your idea, which is embarrassing because that’s the room telling you that your idea was bad and you and your bad idea just stopped the scene for 3 minutes for no reason.



All of this is made even knottier by the fact that players receive some confusing messaging about what we're even trying to do here. In a traditional RPG, the players are responsible for being in character and the GM is responsible for inserting enough adversity into your lives that it feels like you're in a story.

In Good Society, that responsibility is shared in a way that is nowhere near as clean. The players are still sat at the table because they want to experience a story, but the Resolve tokens mean they’re given a WEALTH of narrative control. They literally have as much control over the story as the GM. But they’re expected to spend this narrative control advancing the interests of the characters they’re playing. So you're basically taking power away from a GM and giving it to the players, but not telling the players they have the responsibility of a GM.

In this way, Good Society is easily the most PvP game I’ve ever covered on Quinns Quest, and that is exciting! But it just means that often when players are tasked with spending the growing pile of Resolve tokens in front of them, the system encourages them to blow holes in the side of perfectly good scenes, using the tokens like shotgun shells.

For example, if two players want their characters to start a plot against you, you might spend a resolve token to mean they can’t meet up. If the GM introduces a sexy new NPC to try and start assembling a love triangle, you might give a resolve token to a player to say “You aren’t attracted to this new NPC.” If the foundation of improvisational storytelling is “Yes, and...” and “No, but...” the Resolve tokens are a tidy little pile of “Yes, but...” and “No, and...”

Which isn’t to say my campaign of Good Society didn’t have superb Resolve token spends where a player presented an idea for what might happen next in a scene that was so good, they bypassed all the swampy negotiation stuff and, perhaps with the unexpected arrival of just the right NPC or by narrating a flicker of doubt in someone’s heart, managed to supercharge a scene that was good anyway and in doing so improved their PC’s situation. It turns out that sometimes letting players be GMs is great, actually!

But more broadly, there's no getting away from the fact that by our third evening our table of players had uniformly turned against the systems of Good Society. And the resolve tokens were only part of it- the more time we spent with this game, the more it was like living in a crumbly manor house where we kept finding new features that didn't quite work.

I could add here that Good Society is frustrating because while session 0 is amazing, the book gives you almost no help for how to give your campaign an arc or reach a satisfying ending. The book sets you up and then says "Play until you're done", and I think I expect a little more from the games I'm reviewing on Quinns Quest.

I could add that the economy of Resolve tokens in the game is demented, and we rolled into the finale with approximately 35 Resolve tokens to spend, if you count all the ones we had from Rumours and Reputation Tags. That's approximately how many tokens you need to turn turn Pride & Prejudice into the church fight scene from Kingsman.

I could add that the rules as written in the book needed to be twice as clear!

But it’s as simple as this- I think a great RPG sees players slowly falling in love with its systems either because they’re exciting tools to use, playful restraints to wrestle against, or perhaps they’re awkward but damn, you cannot argue with the consequences that the heavy machinery spits out.

In Good Society - romantic as the subject matter is - we just never fell in love.

Though we did have a couple of crushes. I want to end on a high, because I do think I’ll remember the story I told in Good Society for a long time, so let’s talk about a couple of systems I really liked.



First off, the Rumour Phase is a hilarious and excellent thing. I think rumours and reputation are both really fun underexplored areas in RPGs - this blog post from Luke Gearing has been living in my head since I read it, for example - and the way that the Rumour Phase works in Good Society is that you go around the table twice with players either starting a rumour about anything or anyone they like, or spreading a rumour that anyone's started. Once a rumour's been spread, it can then be brought into scenes as a plot point. In the hands of a funny player, the Rumour Phase is hilarious. In the hands of a cunning player, it's devious. And then forcing a player to do a scene where they're confronted with a rumour about themselves is equally entertaining if the rumour is true or false, which is sort of up to the player, and that generates an interesting choice for them.

And second, I have to big up Good Society's Inner Monologue tokens. Holy hell. I had a player tell me that if we took this rule and bolted it onto any other TTRPG, he'd put his character into serious physical peril if he could earn one.

Basically, every so often in Good Society each player is gifted a single, precious Inner Monologue token that they can spend at any point to hear what's going on in the head of any other PC or NPC, and the player controlling them has to describe their inner monologue like this is an episode of Peep Show.

There are too many reasons why this is good. It encourages players to be interested in the other characters at the table. It can be used by either the giver or the recipient to add a twist or a punchline to a scene. It can be used to get out of character information! And perhaps best of all, it can be used to dig deeper into a character and find unexpected depths. I think as roleplayers a lot of us know what our character would do in a given situation, but being asked what we're thinking? With the whole table watching? That's a really provocative prompt, and at our table players often found themselves playing a slightly different, more evolved character after a monologue token was spent on them.

Oh my god. Okay. That's almost 3,000 words on Good Society. 😅 On the one hand, it makes sense that a game I was thinking of doing a video review on brought up so many feelings in me. On the other hand, this is continuing evidence that I cannot do a short blog post to save my life.

I'll just close by saying that one thing that Good Society taught me is that it's clear Storybrewers aren't content to do things the same way as everyone else, and candidly? I think that's fucking amazing. Playing this game wasn't perfect, but it's made me even more interested in Fight with Spirit and Castles in the Air than I was before.

Hope you're having a great weekend, everybody. Peace! And if you've had any experience with Good Society or have any thoughts on it of your own, PLEASE leave a comment. Do we think I'm alone in these thoughts? Does the game work better with shorter campaigns? I think it just might.

xx

Quinns

Fan Club “Blog” #13: A Good Society Review

Comments

I got this game for my boyfriend and I’n still planning to run it, but this has got me thinking that I may keep it short.

Harper High

We play in a Society.

AU

I’ve not played, or read, Good Society, but it sounds as though it’s trying something similar to Hillfolk, by Robin D. Laws, which uses the Drama System, which I’ve read but not played, despite backing it on Kickstarter many years ago (my first, in fact!). That uses tokens to allow players to influence outcomes of certain scenes, but those scenes are framed as “petitions”, i.e. one character wants something from another. Characters either give a token of their petition is granted, receive one if it’s not, or can spend two to ensure it happens. Therefore the tokens form a kind of narrative economy, where no one gets everything their own way all the time, but neither are they at risk of being perpetually shut down. It’s definitely very character vs character, if not pvp. Seems like it could run into similar issues, but also possibly be different enough to work where GS falls down (per Quinns’ perspective). Worth a look? It’s based on his learnings writing Hamlet’s Hit Points, about applying story beats to RPGs (and analysing famous works of fiction in this way), which is definitely worth a read for fans of RPG theory.

Will McCimpson

Firstly, I like this format and would like to see more informal written reviews in the future for games that aren't quite the right subject for a full review. Secondly, start sharing your inner monologues and intentions OOC! Don't wait for a token. It adds so much to any campaign with a focus on the relationships between characters and gives scenes so much more texture. When a character says one thing but thinks another, or battles against their own gloom to play with a child, or tells a PC something that they immediately reveal is a lie OOC.... Oh its so so good.

SwissCheese

Love your decision to not put a smaller game/team on blast by not doing a review that leans more on the negative side. Also, I appreciate how you highlighted both what you enjoyed and what you didn't enjoy. As someone who loves Good Society, I'm a bit heartbroken that you didn't love it as much. But I noticed that there's a difference in the way that your table interpreted some of the rules versus the tables that I've played at, specifically when it comes to Connections and Resolve Tokens. If you're ever interested in giving the system another shot, my offer to facilitate a run of Good Society or any of its hacks still stands!

Agatha

Hello! I play several Good Society campaigns a year! I'd argue it's my main TTRPG. Something I'd like to toss up is that it's not unusual as a player, for board games or roleplaying games, to enjoy the chaos of play but also thrive within the guardrails of rules and mechanisms to keep them in check. When the dice fall and throw you for a loop, you can go 'woah, the game is working, sick' and pivot to where it guides you. Perhaps it is a feature of Good Society, and similar games in that vein (Belonging outside Belonging), that it sets aside those guardrails of dice and streamlined story paths and says 'go forth and may your group create something wonderful together'. I think it can be a shocking experience to eschew those first mentioned things. I know you've played and enjoyed diceless/mechanics-lite games like For The Queen and Alice is Missing, but those have the path of the deck to guide you. Good Society doesn't. Maybe that's a thing. I'm delighted you got to play it, and I'm happy you enjoyed it. I encourage you to play Good Society (or one of its spinoff games, like Fight With Spirit) in the future, and also encourage trying it without hidden information. The OOC conversation is a large part of play, the collaboration a big part of the experience. Resolve tokens are more just greebles to encourage table talk rather than important currency. A lot of my games just don't use them at this stage, since we talk so freely. Have a good one, enjoy your vacation! <3

Kevin

Disappointing to hear: I have some friends who back Good Society back in the day, but never had a chance to play it. I read through the rules and remember being interested in how the Resolve token system would work... but it sounds like it's too experimental to recommend to new players and GMs (like me!). That said, I wish there were a regency era romance-focused RPG that I could rely on.

Evan Witt

I'm not sure I'd want to play this as a campaign, but I played it as a one-shot at con and it was the absolute highlight, even despite being interrupted by a fire alarm. Everyone was really into it and the one-shot format meant there wasn't too much disruptive stuff going on with tokens; the few times they did come into play were well-received, too. Definitely recommend folks give this one a try, but one session seems like plenty to me.

Christopher High

Ah, yeah, we had the same thing. Lots of moments where one of us would narrate something and then someone else would go "Hang on, that sounds like a token spend?" And other moments where someone /wanted/ to narrate something but didn't have a token to spend.

Quinns

It's such a vivid game, in my experience, and has the potential to go really big if that's your bag. In a recent session - for reasons + Devil's Bargains - my TH transformed into a giant rat monster and fought a crow demon. It was like Godzilla.

Ads

Spirit of the staircase thought: the players I was with were ludicrously experienced Storygame folks. Like, I was the least experienced person at the table. I suspect that also warps the experience - they're the sort of folks who don't need a token spent to make their carriage break down. Hmm.

Kieron

Nice to read this. It's been a while since I took the Good Society out for a spin, but definitely dug it more than you in a similar length campaign. I think the first tip I'd give anyone playing it is "The facilitator doesn't have enough to do as a sole facilitator. Play as a character too." You'll not quite as active as the other players, but having an embodied character really shapes the game. I suspect that we WERE playing without a facilitator meant that I don't think we got any of the "other player/GM butting into a scene with a complication" - or at least it was rare enough that it hasn't impacted my memory. We pretty much solely had people in the scene using tokens, which does feel more embedded. It is a PvP game, mechanically. The GM especially sticking their oar in does feel against the game's thrust. (That said - the one bit I'd add a note to is saying that the person who accepts the token has the resource to solve the problem created. The game explicitly says you can't instantly solve the problem you've accepted (Page 77 - honouring the purpose behind the tokens). A token is spent to make someone miss the wedding, they miss the wedding. The token can be spent afterwards to make someone forgive them? Sure, but that's a story arc.) That said, it is a PVP game in its mechanics, but does require a certain sort of higher level buy in to use those gifts to the game's goal. The pull between "this is my characters goals" and "the goal is actually to create a good drama" is the tricky one. It's asking a lot from a players, and you can question whether the game does enough to help with that. (I was chatting about Brindlewood bay in these terms with a friend - that you can just make a goofy ass solution and it be true? Well, yes, but that is a player problem. They haven't bought in to the core idea that they're trying to do a good solution.) The weirdest thing - and it may have just been my group - is that when reading the rules was me presuming that the big plot moves would happen in the novel section, and the Epistolary section would be vibes, but for us it was actually the other way around. Which probably says something about groups too, I suspect - if anything, my group was shy with using tokens. It's a wonderful setting and does prompt the brain. Its rare I remember how I introduced my character - "small and round, she moves through the crowd like a musketball."

Kieron

Urgh, yeah, the rumour system (and to a lesser extent, reputation) has that annoying thing where a rumour is permanently removed from the story after anyone uses it to affect the story, which isn't how rumours work! Was trying to find a place to mention that in this article but it was already so long. 🥲

Quinns

Would love to get Trophy to the table. Unfortunately, when I pitch different games to my players, they always choose something a touch more colourful or striking... I need to workshop my pitch I think

Quinns

One of the many enjoyable things about a Quinns review is the way you celebrate what works even if ultimately the game falls a little flat. It's the kind of good faith criticism that we could use more of, and has practical benefits for those of us who enjoying game design and hacking. The rumour and inner monologue systems are something I'd consider bolting on to any game where social conflict is the primary driver. Re PvP, I'm surprised that Trophy Gold isn't spoken about more often in those terms. The whole desperate treasure hunter vibe absolutely hinges on the management of Ruin, and the primary way to manage Ruin is PvP. That means that incursions often end up with TH's majorly screwing each other over while everything goes to shit around them. It's glorious and criminally under discussed as part of the game's appeal.

Ads

We played Good Society with four to five people, with the two more experienced guiding the game, and a relationship map in Miro to keep everybody straight. We had a blast, but had some of the same problems as Quinns - the fact that the spend of every resolve Token to affect the story could be negotiated definitely took us some time to figure out how to handle. Where we landed was that is someone was going to spend one, the negotiation was typically yes and or yes but. We came up with framing scenes (balls hunts, etc) which we enjoyed, but struggled to tell ongoing narratives around rumors.

Wyverary

Ohhh, this is such a great idea for Monsterhearts! I can totally see stealing several of these mechanics for my Fate games.

Wyverary

Came to say this, so I'll just say... ditto.

Yancey

Very interesting! I plan on playing Sleepaway soon and it uses the same system as Dream Askew. After playing Good society and not being very convinced by the token system, I am a bit worried about this one but it does seem easier to work with!

Solemile

To be clear the season documentation and Aabria herself mention repeatedly that ACOFAF uses Good Society mechanics.

Em

Yes, Bitcherton is an “improvised audio drama” rather than Actual Play because they shifted from Good Society.

Em

This very much matches my (reading and trying to play) experience with Good Society. Also, for a game whose subject matter should make it the perfect introduction to some players new to roleplaying, it is in no way beginner friendly. I haven yet played Fight with Spirit, but I do love Storybrewers’ small box storytelling games. Decaying Orbit is particularly good and might pair well with Mothership.

Ben McKenzie

Not entirely relevant, but reading this reminded me of a different game with a much simpler token system. The game that got me to move away from Dungeons and Dragons was Dream Askew by Avery Alder. A gmless, diceless, no prep game I decided to bring to my group bc I was burning out fast and needed a breather from running our game. In that game, everything your character does is categorized as a strong move, a neutral move, or a weak move. In order to play a strong move, you have to spend a token. In order to earn a token, you have to play a weak move. Being used to the power fantasy of d&d, a lot of us instinctually wanted to be powerful and capable. But without a gm, that can easily mean that nothing bad or challenging happens. The simple token system immediately gave us an ebb and flow to the story. Without a gm, the responsibility of the setting is obviously shared by the players. How Dream Askew handles this is by giving different setting elements their own character sheets that are shared for the group. Each of these lists what that setting element wants, tips for running that aspect of the setting, and moves for that setting element. What I think really stuck with me when I played it was how quickly everyone at the table immediately understood their characters, everyone else's characters, and the setting. It made roleplaying feel so easy at a time when it was feeling more and more like a chore. I've played 3 short games of Dream Askew now, usually around 4 sessions long. Admittedly, I still prefer the electricity of dice and chance. I like to gamble, damn it. But playing it for the first time was an immediate paradigm shift for me.

Mikael Bottelsen

This was great - thanks for taking the time to write this up! I think I'll buy it just for the session zero/character creation. I have found that it is so much fun to create characters in PBtA and FitD games and then convert them into trad RPG stats. For my current PF2e game we created characters using Wanderhome. So good. I would LOVE to create characters like this with a group and then literally drop them into a dungeon and see if they survive :D

Lojaan

Really appreciate this use of the Patreon/blog space, and really appreciate the classic Quinns approach that balances celebrating the game with critiquing it. Hopefully the use of the Patron as an outlet for reporting on games that don't quite sing will give you permission to take risks and try games that tilt into the experimental, knowing if they don't fully land, you'll still have an outlet for sharing your thoughts with an appreciative audience.

Aaron Sinner

I bought GS sometime ago after I got to know of it's existence by your blog post. Haven't had a chance to play it yet, but plan to sometime later this year. I'll take your experience to fiddle a little bit with the resolve system before I start and I think I will be establishing a few rules to make those tokens a little bit less disruptive. Still really looking forward to play Good Society!

TKB_Legend

I played a one-shot of Good Society, and I absolutely adored it. I played GM-less and I thought that worked really well. I’m not really sure what we would have done with a GM. The players whose primary characters weren’t in the scene covered the NPCs and it worked quite smoothly. I wonder how that would have changed your play experience! The monologue token is my go to answer for “what’s your favorite game mechanic” with the epistolary phase as a close second. I think bolting mechanics and phases onto other games, like Aabria did in A Court of Fey and Flowers is really rich territory and shows the strength of the ideas in Good Society. That said, I don’t think we made all that heavy use of the resolve tokens. So we may have avoided your problems with that mechanic by just mostly ignoring it! I also think it is interesting that the actual play podcast Bitcherton I believe was originally going to be a Good Society AP and they decided to run it instead as a pure improv story, with no game system at all.

Brendan Albano

Bought Good Society straight away after reading this, not to ever play, but to steal bits from to add to a game in another system. Hidden agendas? PC-made NPCs that another PC gets dibs on controlling? Yes please!

Bob Hopp

Hard agree about systems that tell players who their character is. These days, my players are all really experienced, so I trust them with creative control, but it took way too long for me to learn that letting players make “any character” in an open-ended system like 5e was a great way to end up with a discordant mess of a narrative. I do think of it a little differently though: rather than “telling players who their character is”, I prefer something more like gentle restrictions or creative prompts. I’m wary of anything too prescriptive, because part of the joy that my group and I get out of RPGs is getting to express ourselves creatively, and building characters is a big part of that.

Blizzic

I've really struggled with this kind of token in every game I've played that uses them. Something about them is just really counterintuitive to me. The one time I actually played Good Society, I Frankensteined it together with Monsterhearts so that we could use the character creation, rumors, phases of play, etc. while still having dice rolls for conflict resolution. The two games harmonized pretty well imo, and we played out a really fun supernatural romantic drama. I borrowed the rumors mechanic for a normal Monsterhearts game and it was always fun to see what crazy rumors people came up with.

Ly

Haha there you go! I think I must have seen on Reddit that they were using good society rules and so when I watched the episode it felt like she said the name! But there you go, mystery solved!

Solemile

"So I have reached out to some of my favourite games that have mechanics specific to driving interpersonal conflict and confluence and the pushing of drama and melodrama" Aabria missed to cite her sources, so of course I missed the specific games xD

creatio_ex_nihilo

Oh, thanks for letting me know! Must have missed that.

creatio_ex_nihilo

I believe it is stated somewhere in the show, maybe the first episode, that they did use some of the systems from Good Society!

Solemile

Ah! You can't imagine how good that review feels for me! Ever since I played this in a GMless game with two completely new to ttrpgs players, I'd been wondering if we were the problem. While we DID have fun, something always felt off. We weren't sure where we were going and the game did very little to help us. It just never clicked for us and I really thought we were just somehow playing the game wrong, even after rereading the book many times. When I saw you were planning on playing the game I was very interested in what you would think of it. I was convinced that I would be proven right, that we did it wrong and that you, in your INFINITE wisdom, would get the game to work perfectly. So, while I wish the game was what it could be, I have to admit I'm quite happy to hear you thought the same things as us! I'll be trying another game using the belonging outside belonging system, Sleepaway, soon. I'm excited to see if this one will work better for us! Anyways, keep up the amazing work, I've rarely (if ever) been as excited for YouTube videos to come out! Cheers!

Solemile

I'm not sure who was inspired by whom, but the Rumour Phase sounds pretty close to what D20 used in "A Court of Fey & Flowers". The Inner Monologue system sounds delightfully charming. Thank you for sharing this review with us - I personally much prefer this then it never seeing the light of day at all!

creatio_ex_nihilo


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