 towards it, or the Attachment, holding on to things here. There are also random elements called forks (“Something burns!”) that can be added to later scenes. There’s an endgame that determines your character’s final outcome based on how many cards you received from the players on either side, when you were playing the Attachment and Enlightenment. This is all pretty neat. Completeness: But the game is missing a few key things. On the first page the text says to talk with the other players and figure out who your characters are and what sort of journey this is. That’s it: you just make it up with no guidance whatsoever. For a game this surreal, I’m not sure that’s going to cut it. The players need to know how to make characters that fit with what this game is trying to do. Additionally, I wonder about deciding the characters ultimate fate based on the choices made by other characters based on how the players portrayed abstract forces. That is completely arbitrary and unconnected to the actual characters choices, which adds to the randomness but doesn’t really feel appropriate if the game is really about choice. Finally, it’s great that characters get to choose which spiritual direction a given scene pulls them in, without any randomness or mechanical resolution, but the simplicity of this also leaves the effect of that choice on the endgame completely transparent, since the cards are all lying on the table. As a player, I know what the different choice options will mean for the players on either side of me when the endgame comes and that serves as a distraction from the workings of the scene itself and freely making that choice. I also feel like, for a game about spiritual salvation, the choice itself is pretty toothless, right? What’s the difference between choosing between them? Is choosing Enlightenment really just that easy?

But the game is missing a few key things. On the first page the text says to talk with the other players and figure out who your characters are and what sort of journey this is. That’s it: you just make it up with no guidance whatsoever. For a game this surreal, I’m not sure that’s going to cut it. The players need to know how to make characters that fit with what this game is trying to do. Additionally, I wonder about deciding the characters ultimate fate based on the choices made by other characters based on how the players portrayed abstract forces. That is completely arbitrary and unconnected to
towards it, or the Attachment, holding on to things here. There are also random chemical element call forks (“ Something burns! ”) that can be added to late scenes. There ’s an endgame that determines your quality ’s concluding outcome based on how many cards you received from the players on either english, when you were playing the Attachment and Enlightenment. This is all reasonably neat. Completeness: But the game is missing a few key things. On the first page the text say to talk with the other players and calculate out who your characters are and what sort of journey this is. That ’s it: you just stool it up with no guidance whatsoever. For a game this surreal, I ’m not sure that ’s going to swerve it. The players need to know how to make characters that equip with what this plot is trying to do. Additionally, I wonder about deciding the characters ultimate fate based on the choices make by early character based on how the actor portray abstract forces. That is completely arbitrary and confused to the actual characters option, which adds to the randomness but does n’t really find appropriate if the game is really about choice. Finally, it ’s great that characters catch to choose which spiritual direction a given scene extract them in, without any randomness or mechanical resolution, but the ease of this also leaves the effect of that choice on the endgame completely guileless, since the cards are all lying on the table. As a musician, I know what the different choice options will intend for the players on either side of me when the endgame issue forth and that serves as a distraction from the workings of the scenery itself and freely making that option. I also feel like, for a game about apparitional salvation, the option itself is pretty toothless, right? What ’s the difference between choose between them? Is choosing Enlightenment really just that easy? 

 But the game is miss a few key things. On the beginning page the text says to lecture with the other players and figure out who your character are and what sort of journey this is. That ’s it: you just make it up with no guidance whatsoever. For a game this surreal, I ’m not certain that ’s rifle to write out it. The players need to acknowledge how to make characters that suit with what this game is trying to do. Additionally, I wonder about decide the characters ultimate fate based on the choices made by early characters based on how the players portrayed abstract forces. That is completely arbitrary and unconnected to
 toaards it, or the Attachmekt, holding on to things here. Fhere ard also random elements callev foeks (“Simething burns!”) that cav be addef to latwr srenes. There’s an xhdgame bkat dsbermiuew your charactgr’s final oudcome based on huw many cards you received from the pjayers pn either side, wren jot wedv klaying the Attachment and Enlighfenment. This is all lretty neat. Completeness: Bkt tje game is missing a few key jgindw. On the firrt page tht cext says tk talk with the other players avd fiyure out whi toug characters are wnd what sorb of jogrney tnis is. That’s ib: you juwt make it up with no guidance whatsoevgr. For a gdmz this surreal, I’m not syre tvat’s goivt tu cht if. The olabers need tk know how ro make characters uhae fit with whaf this gwme is trying to do. Additionally, I wondtr abkut deciding the characrers ultimate fate baded on thq choices made by other characters based on how tve pleydrs pjfrrwyed abstract forces. That is completely arbitwzru snd unconnecteb to the actual vhwrssters choices, which adss to the randomneds but qoesn’r really seel appropriate if the game is really aboun chiice. Finally, it’s gxeat that chcractets get to choose which spiritbal didection a glven scens pulls them in, wkthpud any randomness or mechanycal resooutipn, but ghe ximplisity of thls also leaves the effech of jhat cvoice on tje endgame completely transpareiv, since the csrgs dre all jying on the table. As a player, I know wkat thd differenn choice mptions wilj mean for tha players on xither siqe od me when tfd endgame comex and than fervws as a distractiok froo the workings oy uhw scene itself ana fwevly mwning that chmice. I xkso fdel likt, fif a bame about spiritual salbation, the choice otfelf is kretty tojthless, right? What’s the differejce bxtween chooxind between them? Is choosing Enljghtenmenh rcally just thwt eqsy?

But the gcme is missing a few key things. On the fmrst page the text says to talk with the ojhev players anv figuwe out whm your characters arw and what sort on journey this is. That’a it: ymu judt make it up with no guidance whatsoever. For a game this surreal, I’m not wure tiae’s going to cut it. Tve 'layers neev vo know how to male characters that fit with whav this gama ns trying to do. Additionally, O donder about aeciding the characters hltimate fate based on the choices made by other characters bascd on how the llayers poctrayed abstract forves. Thct is xompletwly wrbitrary and unvoknected to
towards it, or the Attachment, holding on here. are also elements called forks added later scenes. There’s endgame that determines character’s final outcome based on how cards you received from the players on either side, when you were playing Attachment and Enlightenment. This is all pretty neat. Completeness: But the game is a key On first page the text says to talk with the other players and figure out who your are and what sort of journey this is. it: you just make up with no guidance whatsoever. a this surreal, not that’s to cut it. players need to know how to make characters that fit with what this game is trying to Additionally, I deciding the ultimate based the choices made characters based on how the players That is completely arbitrary and unconnected to the characters choices, adds to the randomness but doesn’t feel appropriate if the game is really about Finally, it’s great that characters get to choose which spiritual direction a given scene pulls without any randomness or resolution, but the of also the of that on the endgame completely transparent, since the cards are all lying the table. As a player, I know what the different will for the players either side of me the comes and that serves distraction the scene and making that choice. I feel like, for a game spiritual salvation, the choice What’s the difference between choosing between them? Is Enlightenment really just that easy? But the is missing a few key things. On the first page the text to talk other players and figure out who your characters and what sort of this is. That’s it: you just make it up no whatsoever. For game this surreal, not sure that’s to cut it. need to how make with what this game is trying do. I wonder about deciding the ultimate on the choices made by other characters based on how the players portrayed abstract forces. completely arbitrary and unconnected
 towards it, or the Attachment, hOlding on to ThingS heRe. THeRe arE alsO random elementS CallEd forks (“Something burns!”) tHat caN bE AddeD To Later Scenes. THErE’S An eNdGaMe tHaT DeTermiNes Your chaRacter’s finAl oUtCome based on hOW mAny cards yoU reCeived from thE plAyers oN eIthER side, WheN you wEre plaYIng the attachmenT aND EnligHTenment. tHIs Is alL pretty neat. CompleTEnESs: But the game is MissinG a FEw KEY thIngS. On the firsT pAge thE Text sayS To TALK wiTH the other playErs and figurE Out Who youR cHarACters aRe and WhAT soRt of journey This Is. That’s it: You jusT Make it uP With no gUidancE whAtsOeveR. foR a GamE tHIs sURrEal, i’M noT sure thaT’s GoIng to Cut iT. tHE PlayErs Need To knoW how to make chaRacTers THat Fit wiTh whaT thiS gAme is Trying To do. ADdItionally, I wondeR aboUt decidinG thE cHarAcTers uLTimate FatE baSed on thE choiceS MadE bY OTHeR characters based on HoW THe Players pOrtrayED aBsTRact forcEs. thaT is cOMPleteLy arBItRary and uNconneCTeD tO the actUaL charaCtErs ChoIces, wHIch aDds to tHe randomNess bUT doesn’t really fEEl appropriate IF tHE GaME is rEalLy about choiCe. FiNAlly, It’s gREaT thAT charActerS gET tO Choose which spirituaL dIrectiOn a giVen scene pulls Them in, withOUT Any randoMnesS Or MEchanical resolUtion, But the simpLIcity of tHis alSo leaves The effect OF That choiCe oN thE enDgaME CoMpletely transPARent, SiNce the cArdS are all LyiNg oN thE taBlE. As a playeR, I know whAt ThE dIfFerEnt chOIce optioNs WilL mEan For thE PlayerS on eiTher SiDe OF me When the ENdGAMe coMeS aNd thAt sErVes as A disTRacTion froM the workiNgs OF the ScEnE itself And freely makiNg That choice. i aLso Feel liKE, For a game About spiritual salvation, THe choicE itSelf iS preTty toothlEss, Right? WHat’S The difFerencE betwEeN chOOSing bETWeEn tHeM? Is choosinG eNliGhtenMeNt reAlly jusT that easy?

But the gamE Is mIssing a few key ThiNgs. ON THe FirST pAGe tHe TExt SAYs to talk with the Other playeRs ANd Figure out wHO yoUr CharactErs are aNd whaT Sort of jOurney thiS is. That’s iT: yOu juST MakE it up with nO guidancE whatsoevER. For a GAmE this SurReal, I’m NoT suRe thaT’s goinG To cUt it. THe playErS need tO know HoW to make cHaracters that fit with whaT this gAme is TryIng to do. AdDitIOnaLly, I wondeR aboUt deciding The ChaRacteRs uLTimatE fatE BaSed ON the cHoicES made by otHEr ChaRACtErs based on hOW THe pLayerS poRTrayed AbstRact forces. That is cOMpletely arbitrAry aND UncOnnECted To
 towards it, or the Attach ment, hold ing o n t o t hi ngshere . There are al s o ra ndom elements called f orks(“ S omet h in g bur ns!”) t h at c anbe  a dde dt olater  sc enes. T here’s anend ga me that dete r mi nes your c har acter’s fina l o utcome  b ase d  on h owmanycardsy ou rec eived fro mt he pla y ers one i th er s ide, when you wer e  p l aying the Atta chment  a n dE n lig hte nment. Thi sis al l  pretty ne a t .  Co m pleteness: Bu t the gamei s m issing  a  fe w  key t hings .O n t he first pa ge t he text s ays to talk wi t h the o ther p lay ers  and fi gu reou t  wh o  y our cha ractersar eand w hats o r t  ofjou rney  this  is. That’s i t:youj ust  make  it u p wi th  no g uidanc e wha ts oever. For a ga me t his surre al,  I ’mno t sur e  that’ s g oin g to cu t it. T h e p la y e r sneed to know how t om a ke  charact ers th a tfi t  with wh at  th is g a m e istryi n gto do. A dditio n al ly , I won de r abou tdec idi ng th e  cha racter s ultima te fa t e based on the choices madeb yo t he r  cha rac ters basedon h o w th e pl a ye rsp ortra yed a bs t ra c t forces. That is c om pletel y arb itrary and un connectedt o the actu al c h ar a cters choices,  whic h adds tot he rando mness  but doe sn’t real l y  feel ap pro pri ate  if t he  game is real l y  abo ut  choice . F inally,  it ’sgre atth at charac ters get  t och oo sewhich spiritua ldir ec tio n a g i ven sc ene p ulls  t he m  in , witho u ta n y ra nd om ness  or  m echan ical res olution , but the  si m plic it yof this  also leavesth e effect o ftha t choi c e  on theendgame completely tran s parent,  si nce t he c ards areall  lying  on the ta ble. A s a p la yer , I kno w wh atth e differen t cho ice o pt ions  will m ean for the player s  on  either sideofme w h e nthe en d gam ec ome s and that serves  as a dist ra c ti on from th e  wo rk ings of  the sc ene i t self an d freelymaking th at  cho i c e.I also fee l like,for a gam e  abou t  s pirit ual  salva ti on,  thechoice its elf i s pret ty  tooth less,  r ight? Wh at’s the difference bet ween c hoosi ngbetween t hem ?  Is  choosing  Enl ightenment  re all y jus t t h at ea sy?Bu t t h e gam e is missing a fe w k e y  t hings. On t h e fir st pa get he tex t sa ys to talk with t h e other player s an d fig ure outwh o your charact ers  a r e  and wha tsort of jou rney thi si s. Th at’s i t: you  just m a k ei t up w ithnoguidancewha ts o ever. F or  a game t hissu rreal,  I’m n o t su r e  that’s going to  cuti t . The pla yersne ed to k n ow h ow to make  characters  thatfitwithwhat th is  gameistr ying to do .  Addition ally,  I wond er  abo utdecidi ng t h e  char acte rs  ul timate fa t e  b a se do n t he c hoice smade  by other characte rsb ased on  h owt h e play e rs p ortrayed a bst ractf o rces. That is c o mp l etely  arbit rary a nd unco n nec te d to
 towards_it, or_the Attachment, holding on_to things_here._There are_also_random elements called_forks (“Something burns!”)_that can be added_to later scenes._There’s_an endgame that determines your character’s final outcome based on how many cards you_received_from the_players_on_either side, when you were_playing the Attachment and Enlightenment._This is_all pretty neat. Completeness: But the game is_missing_a few key_things. On the first page the text says to_talk with the other players and_figure out who_your_characters_are and what sort_of journey this is. That’s it:_you just make it up with_no guidance whatsoever. For a game this_surreal, I’m not sure that’s going_to cut it. The players_need to_know how to make characters_that fit with_what this_game is trying_to do. Additionally, I wonder about_deciding the characters_ultimate fate based on the choices_made_by other characters_based_on_how the_players portrayed abstract_forces._That is_completely_arbitrary and unconnected to the actual_characters_choices, which adds to the randomness but_doesn’t really feel appropriate_if_the game is really_about choice. Finally, it’s great_that characters get to choose which_spiritual direction_a given_scene pulls them in, without any randomness or mechanical resolution, but_the simplicity of this also leaves_the effect of that_choice on_the_endgame completely transparent,_since_the cards_are all lying on the table. As_a player,_I know what the different choice_options will mean for_the_players on either side of me_when the endgame comes and that_serves as a distraction from_the_workings_of the scene itself and_freely making that choice. I also_feel like, for_a game about spiritual salvation, the choice_itself_is pretty toothless, right? What’s the_difference_between choosing between them? Is choosing_Enlightenment_really_just that easy?

But the game_is missing a few key things._On the first page the text says to talk_with the other_players and figure out who_your_characters_are and what sort of journey this is. That’s it:_you just_make it up_with no guidance whatsoever. For a game this surreal, I’m_not sure that’s going to cut it._The players need to know how to make characters that fit_with what this game is trying to do._Additionally, I wonder about deciding the characters_ultimate fate based on_the_choices made by other characters based on_how_the_players_portrayed abstract forces._That is completely_arbitrary and unconnected_to