We played Hell for Leather
at the South Bay Story Games Day, over at Game Kastle in Santa Clara, CA.We used the following Frame:Drop
: The Golden Gate BridgeDestination
: The Network's Space StationCheckpoints
: Get to Russia, Rob the Russian Bank, Steal a Russian spacecraftPrologue
: Game Show, The NetworkConnection
: Criminal enterprise (team of professional bank robbers)The Players, and their Characters:
Oliver was Jorge
, the Muscle. His Flaw was Hypochondriac
and his Gripe was with Sabine. His Talent was, appropriately, Robbery
Heather was Sabine
, the Driver. Her Flaw was Alcoholism
and her Gripe was with Dmitri. Her Talent was Instant Sobriety
Ben was Dmitri
, the Brains. His Flaw was Paranoia
and his Gripes were with Jack and Sabine. His Talent was Quick Thinking
Joey (me) was Jack
, the Cracker. His Flaw was Obsessive
and his Gripe was with Jorge. His Talent was Under PressureHow it went down: Questions and Concerns, or The Useful Bit:
Everything went well. I set up the table poorly, which led to our failure, but people still had fun. If we practice bowling a bit more (we never moved beyond the beginner circle and still failed all the time), and set up the table properly/had a sturdier table, I think we'd have done a lot better. No matter -- the game works beautifully, we grokked the story pip economy rather rapidly, and things flowed very well with Scenes being started and Threats and Challenges being called left and right.
We had a few questions, however:
-How can we recover Traumas? Must we use a Talent or Violence to gain the bonus dice needed to gain two hits and thus heal a Trauma?
-Relatedly, does obtaining 3+ hits have any further benefit?
-Does getting both Shotgun dice into the Target count as getting two hits, and thus result in healing a Trauma?
-Can you share bonus hits to heal other players Traumas?
-When a player dies and there are extra Traumas above and beyond what was required to kill them off, must those remaining Traumas be shared with the remaining players?
Finally, did we cripple ourselves in any way with the above setup/events, aside from my poor table set up (for a variety of reasons, the environment was not sound).Final Comments:
I really liked this game. I think We really liked this game. We had some Fiasco players stop by to observe and ask questions, and they seemed amused. My fellow players are eager to play again, and I hope to demo the game in a con environment again. I had as much fun observing after death as I did actually playing, so maybe I'll pack six players into a game and just facilitate and watch!
I hope you sell out of your first print run (and many future print runs), Sebastian, this game is totally rad. Let me know if I can be of service, in any capacity you can think of (including play-testing future supplements--you have a willing group! :P). Maybe we can build demand and get it in the indie section of Bay Area gaming stores!
Also, fellow players: please add to this and or correct/clarify my bits.