Reading Love in the Time of Seið by Jason Morningstar and Matthijs Holter

I have been busy preparing for SävCon X the last few days. NordNordOst are going there to host an indie gaming lounge.

It all started when we played Montsegur 1244 before Christmas. It was an awesome session, but we felt it was a bother having the material organized the way it is in the book. After Christmas I translated all the cards, and Anders made a new PDF for us with the cards. I also translated the background information sheets and built a cheat sheet.

After seeing our new Montsegur 1244 I got sort of carried away, and thought it would be neat to give Love in the Time of Seið by Jason Morningstar and Matthijs Holter the same treatment.

Love in the Time of Seið

Love in the Time of Seið

The book
Love in the Time of Seið is a 40 page 9×6 book. It has nice layout and reads in an hour, to actually understand the game it took me a whole day of translation work, but reading it went quickly. There is (public domain?) artwork by Victor R. Lambdin, E. Boyd Smith and Abbie Farwell-Brown. The second half of the book consists of stuff that is meant to be cut out, cards and character sheets, in order to play the game. If you think it would be heresy to put scissors to a book, don’t make my mistake, buy the PDF version rather than the print one.

The setting
The setting is a pseudo viking one, sort of what would have happened if Wagner had written an RPG. There are only eight locations in the game, but each is given three different description blurbs, allowing for some variation if the game is played multiple times. For each location there are also a set of suggested events that can be used to drive the story forwards.

The game puts five characters into an interesting situation, and then the players are left to explore what happens next.

The rules
There is not much in the way of rules, no stats, no combat system, no skill checks and no real conflict mechanics. There are resolution cards (‘Yes, and…’, ‘No, but…’ etc), familiar from Itras By and Archipelago II, that can be used if the players want to introduce an element of randomness. Other than that it is just story telling, what you say is what happens.

The game comes with five pregen characters, defined by their relations to the other characters, questions that should be answered about their history or future and themes that are central to them. It would be possible to build your own by the same pattern, but that would be almost the same as a completely rewriting the setting.

The form
The form is GM less. And no prep is necessary (other than the assembly of the game materials as such). The players take turns setting scenes for their own characters. When not playing the main character the players are given various tasks to support the storytelling. A warm-up exercise is provided to help teaching the rules.

Conclusion
The setting is good. It would have been nice to have more to work with, but on the other hand the game is expected to play in three hours. You don’t need much setting for such a short game. Three different descriptions for each location adds replay value.

The rules are very good. There is no depth or nuance at all. But the rules are intended to support the story telling, and that they do.

The form is very good. It is clearly explained how to play the game. The cards and play aids puts the focus on the right things.

Will I play it?
After first reading the game I was sort of disappointed, was this really everything the game had to offer? And the play aids we assembled looked rather crummy. Then our planned session got a cancellation and we played Polaris instead, and that was it.

But now, after translating the game, and therefore really studying it, not just reading it, I have changed my opinion. This game is very cool. The characters and situations are connected in interesting ways to a much higher degree than I realized when I just browsed through the game. I’ll bring it with me to SävCon and I will play it as soon as we get a group of four willing players.

www.lulu.com/product/…/11175734 – Lulu page for the PDF version of the game.

norwegianstyle.wordpress.com/…-sei%C3%B0 – Release announcement on Norwegian Style.

Reading Itras By by Martin Bull Gudmundsen and Ole Peder Giæver

A few years ago at SnöKon I ran a scenario called “Ett hjärta av stål” (A heart of steel) by Terje Nordin. It was the first time I ran a scenario written by someone else and it was my first contact with the Norwegian indie game Itras By (Itra’s Town). Terje included a summary of the rules and setting with the scenario, and after I had played the scenario as player once it was not hard to run it the rest of the con. It was such a blast that when I came home I ran it again, over and over, until I had depleted the pool of players I know and everyone had tried this extraordinary game.

A few days ago I bought the game, and read through it for the first time and thought I’d share my findings.

The book
Hard cover, 153 pages and lots of odd black and while illustrations by Thore Hansen. There is a lot to read in those 153 pages, but it is nice to read. Everything is written with the complete beginner in mind.

The setting
The setting is a surreal 1920′ies town called Itras By, sort of a City of Lost Childen RPG or Delicatessen RPG. The surreal is a big part of the game and both players and the GM will embrace the surrealistic feeling. The town is an island of (relative) order in a sea of chaos, and strange things come from the outskirts. The setting is very dark in places, there is an institution where insane doctors do human experiments on convicts. But also very cheery in a twisted way, Tolliver’s personal Death visits from time to time. Death wears a striped suit, a yellow hat and likes to play chess with the old men down by the river. The players are encouraged to cross out sections of the book that they don’t like (literally, there is even a section on how to choose a suitable pen for the purpose) and to add their own stuff,

The rules
The rules are simple, and a very fast read at only six pages. They revolve around two decks of custom cards. One deck is the Action-deck, if a character tries to do something his player asks another player to draw a card and narrate the outcome of the action. The cards contain phrases like “Yes, and…” and “No, but…”, i.e. the character succeeds and something extra that is beneficial to the character happens as well, and the character fails at the action but something useful also happens.

The other deck is the Chance-deck, every player (including the GM) may draw one card from that deck each session. The cards describe small games that the players play within the story or surreal events. The cards can be drawn to spice up a scene.

The form
Itras By uses a traditional GM+players form. But the GM will have to be ready to improvise a lot since the outcomes of actions are dependent on cards, and since other players will narrate the outcomes unforeseen things can fall upon the GM’s prepared adventure.

There are loads of tips on how to run and play the game and examples of play.

Conclusion
The setting is excellent, there are so many little ideas in the text that can be expanded into full fledged scenarios that there must be stuff for years of gaming in the book. Also it is easy to explain the setting to the players.

The rules are excellent, there are not many, but they are very clearly explained, and the Chance-deck will add surrealism to any game, supporting the setting very well.

The form is excellent, or even beyond excellent, this is the best game I have ever read in that regard. It is very clearly explained how to play the game, and how to prepare both characters and scenarios. This is the game I would recommend to any beginners as their first game (at least gamers that are looking for a role playing game rather than a board game), they can read the game and get the idea of how to play without having a mentor to introduce them into the hobby.

Will I play it?
Strictly speaking I already did. But will I play it again? Yes, definitely. The scenario Ett Hjärta av Stål will be in my pack on every con I’m going to in the foreseeable future. And after having read the setting chapters in the game I’ve got a few ideas of my own.

itrasby.no – Official site of the game.

www.rollspel.nu/forum/ubbthreads.php/posts/692595.html – Post on Rollspel.nu where the scenario Ett Hjärta Av Stål is attached.

www.nordicrpg.fi/julkaisut/itran-kaupunki – Site with information about the Finnish language translation of the game.

A short postscript for the international readers, the game is written in Norwegian. I don’t speak Norwegian. But Norwegian is similar enough to Swedish that I can read it. When we played we actually used the original Norwegian decks without any translation, most players understood enough of them.

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