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Sleeping Gods Review
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.
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.
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.
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.