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Sleeping Gods Review
- oliverkinne
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- D4
- All things tabletop.
We had been transported to another world, another time maybe. The stars were all wrong, not matching any of the charts we had on board our ship, the Manticore. Captain Sofi Odessa decided we should make landfall and spotted a natural harbour nearby. As we got closer, we saw an old woman waving to us from the shore. It seemed like she had been expecting us. Once we had dropped anchor, we went to the starboard side to speak to the woman and find out what she wanted. She was clearly excited to see us and immediately told us that we were here to wake the Sleeping Gods by Red Raven Games.
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One thing I would mention is that the game is hard. Resources are tight, and you never seem to have enough money or command tokens. Our ship is currently held together with duct tape and prayers. We've got about four bucks to our name, just about all the characters are exhausted and banged up for shit. It's tough. And with the Event Deck timer, you don't have time to grind or play it safe. There's tremendous pressure to keep pushing onward.
One of the more interesting things for me is judging when to go all-in on accomplishing a Challenge. Do we exhaust a bunch of characters, spend a ton of command, and use up some adventure cards, just to make sure we pass?? Sometimes it's worth it just to say "to hell with it, gonna take the 'L' on this one," take your punishment, and keep going. In most cases, failing a challenge doesn't prevent you from continuing; it just means you're going to get hammered, usually with damage.
Combat is surprisingly meaty. It's long, and I've read complaints that it bogs the game down, but that's rubbish. It doesn't crop up often enough for it to really be a problem. In our last session, we didn't have any combat at all. I like the combat system a lot. Tons of tough decisions and table-talk as we puzzle through the best approach.
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Overall I've found the difficulty good. A little difficult but where it should be. I've never felt that strained. I will say, if you get a totem or two which offers a strong effect (such as a strong weapon), things can get much easier.
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- oliverkinne
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- All things tabletop.
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This is a WAY better game then Near and Far, even if the narrative isn't as cohesive. We had a lot of fun with the exploration, though we probably spent way too many resources on challenges we should have just lost. I expect we'll finish this up over the next couple of weeks, and then maybe it's a once in a while game to pick back up again.
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- Virabhadra
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It's more annoying than confusing, but it still tripped me up.
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charlest wrote: One thing I remember the rules not being perfectly clear about - for tests, you can draw a card and attempt success without exhausting a crew member. That's very important.
I saw that the Travel action works that way, so it sounds like it is consistent for the other tests.
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There is a lot to like about Sleeping Gods, and I'm glad that I got it. The components are lovely, and do an excellent job of establishing the setting of the game. The combat system is moderately complex and quite thematic, and offers players a satisfactory level of control while still posing some risk. Movement is simple and exploration is a delight. It amuses me that there is bold text throughout encounter book that serves as a tl;dr if somebody doesn't enjoy reading the whole entry out loud. Sometimes the risk/reward of a given exploration choice is explicit, and sometimes you just need to make a choice before you can discover the consequences.
At it's heart, Sleeping Gods has a euro influence that permeates the overall design. Every turn is an efficiency puzzle to solve, centered on gaining resources, spending resources, and managing resources. This might be very enjoyable for some players, but it was our least favorite aspect of the game. I grudgingly accept that resource management is the appropriate type of play to thematically express our ongoing need for food, repair supplies, and healing. And especially the command tokens, which are at the very core of this game design.
The other major euro aspect is the way randomness is addressed. In an ameritrash adventure game, you would apply your modifiers (especially the ones that need to be expended), then make a die roll. In Sleeping Gods, you flip a card for a fate number, then deploy as many modifiers as needed to reach your target number for your challenge or combat attack. It may seem like a minor distinction, but it is actually significant because it shifts the emphasis from risk management to resource management, and resource management is inherently less exciting than risk management. It's the difference between gambling on the unknown or fixing something with complete knowledge of the situation. Eventually, a degree of analysis paralysis seems likely to invade the game, as we continue to pile up adventure cards with a variety of uses. AP is always a potential threat when a game has a lot of available information on the table.
Beyond that, the game is a little too easy. We played on normal mode, because easy mode looked a cakewalk for kids. We had a couple of tough fights, including one where seven of our nine crew got taken out of action, and the two remaining crew could only hit the monster if they flipped a 6 for fate. We managed to get a couple of 6s, as well as a couple of misses, so we just barely won. But other than that one fight, we have never felt like everything was at risk in a situation. Instead of worrying about life or death, it's more of a slow and gradual recovery from exhaustion and heavy wounds.
We only have one totem so far. At the rate we are playing, we might gain a total of three totems by the end of the game, which will probably not be an impressive outcome. But we are enjoying the story, especially the occasional surprises. I would recommend this game to any reasonably experienced gamer, if they like co-op games with the semblance of a story.
By it's very nature, Sleeping Gods would seem to have limited replay value. For all the trouble we went to obtain our one totem, I will probably never forget where we got it. So every future play of the game would include me knowing where that totem is, and deciding whether or not to tell the other players. And solitaire play would be completely compromised by that kind of knowledge. To get the most out of this game, I would probably make sure to re-play the campaign with different players each time, and always let the other players decide where we are going and what we are doing.
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