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 Review: Aligned Destinies:: The Short Version? Aligned Destinies has very little system, but a very cool premise.
Posted: Wed, 22 Apr 07:04:12

by sdonohue

Aligned Destinies is an entry in the 2011 RPG Geek 24 Hour RPGs. It was written by Oliver Graf (aka Lydon} who also did all the artwork and editing.

Presentation
The game is presented in a 10 page PDF document. The document is well-formatted and edited. The artwork is sparse but appropriate. The layout is clean and there is a lot of white space; it is mostly done as a single column per page. There are occasional text boxes with rules examples.

Theme
The premise of the game is that the players each come from a different world and the adventure takes place in each of those worlds. When a character is in his own world, he is the lead; when they move to someone else's world, each player becomes an alter-ego appropriate to that world who is less powerful than the main character. Alter-egos are supposed to be there to support the main character in their world.

Characters
Characters are very simple. Each main character has a concept and three traits. Traits should have some kind of flaw associated, like "Greatest billiards player in the world but can never turn down a game". The alter-egos are very similar except they get a concept and only two traits.

System
There isn't really a system per se. The GM describes something, then the players react. The core mechanic is "yes, and" or "yes, but", so most of the time, the players will succeed, especially if they have an appropriate trait or concept for what they're attempting. If the outcome is in doubt, there is a negotiation between the GM and the players. If a player actually fails for some reason (like lack of an appropriate trait for what they're trying to do), They can call for the "switch". This lets them switch the action to their homeworld and also makes them the lead character (and all other players become their supporting characters for that world). The player calling for the switch has to explain how the situation they were just in translates to their own world and once they do, play continues.

Playing the Game
Like a lot of systemless games, game play is pretty easy; there aren't any dice to roll or very many rules to remember -- you either have a concept or trait which fuels your success or you don't. The fun part comes when a character makes the switch and translates the situation into terms appropriate for their world.

Extras
The game includes three scenario ideas which could become part of an intertwined story if the players and GM found them interesting. It also suggests substituting something like the Fudge system for groups who can't handle the non-mechanics of the original.

Evaluation
The author suggests that the game should probably be used as a one-shot rather than attempting a campaign; based on the mechanics, that seems like a very good idea. The core of the game is really the switch which leaves players and the GM scrambling to translate the problem from one system to another. It's a very neat idea and one that drives the game. About the only problem I see is that it will require a group of players who are very imaginative to keep making interesting and effective switches.

Overall, I really like the concept of this game with players transitioning from hero to supporting cast and translating problems from one world to another.
 GeekList Item: Item for GeekList "BGBSA 2026 Leftovers Math Trade"
Posted: Wed, 22 Apr 06:53:34

by ParAg0n

An item RPG Item: Alice is Missing has been added to the geeklist BGBSA 2026 Leftovers Math Trade
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