I had a chance last Sunday to play a one-off of the table top game "In A Wicked Age" by Vincent Baker and published by Lumpley Games. Vincent Baker also brought us
Dogs in the Vineyard
, which is also an awesome little gem in the RPG world. Not by any means is this a new game, it's release was back in 2007 and you can purchase this short 36 page game by PDF (10$) or in Print (12$). Don't let the shortness of this game deter you, this is a fun and quick game. The game was made to be played and finished in a single session, making this the perfect one off for days when everything didn't come together as planned for your normal game.
The great thing about In A Wicked Age, is that everything is created when you start playing. No long and complicated character creation and the DM doesn't even have to have an adventure created before you start. It's all in the cards, as they say. But that's really how we started. My DM had everyone choose a card at random and then choose one of the 4 Oracles in the game (I had chosen Blood & Sex, fitting right?). Those cards and the choice of which Oracle created the whole game. It created our characters, the NPCs, the adventure, but most importantly the conflicts.
Once fate chose our story we had a nice little party. The setting of In A Wicked Age is told by the book to be in resemblance of the worlds of Conan the Barbarian or The Jungle Book. Think, pre-gun and semi-medieval. Our story began with the problem of a plague striking our land. The characters being, a wounded solider who does not know he has the plague, a plague doctor, a scholar who is trying to find a cure for the plague and me, the camp follower.
The character creation in this game is extremely easy to do and I actually enjoyed not having to start from scratch. All that was needed from the players was to choose what they saw was most important and least important for their character. The most important trait was given a D12 and the lowest a D4. My character had her highest trait has "For Love", I'll explain what all this means in a minute.
Then we had to choose goals for our characters. This is what made this game so much fun and unique. Our goals had to be something that could be achieved in a short amount of time (remember this is meant to be a quick one-off) and reflected the character. Jezebel, (I know, everyone in the party was choosing extremely none creative names, so whatever) the camp follower, was playing nurse at the camp where everyone was at. So I made that one of my goals. I wanted to leave the whoring world behind me and become a nurse! Though I made her to be terrible at taking care of sick plague victims. Her other goal, was to get the Solider to fall in love with her.
This made our first conflict and quite the fun triangle. See, the Solider Player Character (his name was Leon) had a goal to win over the Inn Keeper. The reason the goals are what really make this game, is the goals usually create conflict and also make characters that are not necessarily protagonists.
One last thing to the character sheets were to make something special for our character. Some special trait that could help us in battle. I chose the ability to pout, really damn well. Once again, it was totally not me being creative. I've just been playing way to much
My World My Way (which I totally plan on reviewing, because damn that game has been an awful lot of fun). Jezebel used this awesome skill of pouting to get her way in the game, she used it to convince the inn keeper to not pursue Leon romantically and also to get the Academic character to take her under his wing and teach her everything he could about the medical world.
The battles in this game could come up from anything. If people had conflicting ideas, it would start a battle of rolling to see who got their way. At the start of battles, one would choose which traits to use (and their by which dice they would be rolling). In basic term, who ever rolled better got their way. This was a fun way to solve disputes and livened up the game. When someone would lose, the winner got to choose what happened to the opponent, within reason. A normal loss resulted in a loss of a dice in one trait, as in if your For Love trait had a D10, it would now be a D8.
By the end of our game, we found out who was poisoning everyone in our camp with the plague, I was able to begin my training as a nurse, the cure was found. But poor Leon was not able to get the love of his life. In all it took us about 5 hours to complete and everyone agreed they enjoyed the game and would be something to consider again if we needed a one-off.
In conclusion, I would again, recommend this to a group of players who are good at role playing and acting out characters, since everything is created at the start of the game. A group with a strong ability to build characters at a glance will make this game all around more fun. In A Wicked Age is perfect for a short campaign, played over the course of a single gaming session. So the next time you need a quick break in your normal session or transitioning from game to game, try out In A Wicked Age.