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 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 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.
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 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.
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.