Friday, September 08, 2023

Game: Critical Response

Critical: Foundation  -  Season One by Yohan Lemonnier and Kristoff Valla Gigamic/Hanchette Boardgames, 2022.

It is the distant, dystopian future of 2035. You are an expert in your particular field (Scientist, Data Analyst, Mercenary), recruited to be part of the Icarus Project, an organization whose goal is to ferret out a high-tech conspiracy. It is a corporate-owned world. You stand on the edge of advanced cybertechnology, nanobots, and AI. And it is always raining.

Critical Foundation - Season One is a self-contained boxed RPG designed to be played in a series of short adventures. Think of it as a TV show, and the subtitle of "Season One" makes sense. Each adventure should run about 30 minutes. Think of it as binging an RPG.

The game is minimalist in design. Character generation consists of choosing one of four characters classes, and which side of the character card you want to represent you (Changes only in gender and some personality traits). Task resolution uses special dice listed one to three, with one face being an auto-fail. Roll dice and add the appropriate skill plus any bonuses for weapons, tools, or traits. It is a pretty simple system. There is no real character advancement after the intro adventure.

The presentation, on the other hand is maximumalist. This is a deep box filled with toys. In addition to the custom dice, the is a GM screen with slots to display cards, a deck of card/handouts presenting scenes and clues from the adventure, and all manner of chits and counters for the game itself. There is a lot in the box, and the GM does not need to reach for outside materials (pencils, scraps of paper) in running it. It is self-contained.

The art is key part of the game, and makes extensive use of hand-out and illustrations to sell the mood and feeling of the game. This art is copious but not always useful. Some of the cards hold vital clues (the note in the lab coat in the card showing the lab) while others are just thematic (Here is a car chase in a rainy city, followed by a car chase on a rainy highway, followed by a car chase in a rainy industrial zone), and some feel extraneous (fold-out of the air ducts of a skyscraper). The GM Screen shows a rainy, neon-lit street scene with a prominent sign declaring "Feet In Your Face!"  Needless to say, this became our team's rallying cry.

The adventure itself is linear and episodic. Your team gets an assignment, you get handed cards for equipment, you go to the location(s) of the episode, discover/fight stuff, and hand the cards back in. The guard rails are up and there are a couple places where only one action can move the plot forward. Failure is not published by death, but merely by a less-satisfying conclusion (someone else comes and rescues you). 

But of course, playing games with game designers is like driving with mechanics. We're continually stopping the car to check out that noise from under the hood. We make suggestions. And we kept trying to go off-road. So for us Critical: Foundation played out over three leisurely nights, which is just a tad longer than advertised. We also forced the GM to check between multiple episodes as we jumped the linear track and got ahead of ourselves, and there were places where he said "Yahknow, the game doesn't have an answer for that". And part of the game is set in Seattle, which we know better than the designers, so we are bringing more to the table than usually expected. 

The adventure's ultimate reveal is a blend of Neuromancer and Casino Royale (the one with Woody Allen). It comes up on you suddenly, and you don't have that much of a clue that it is coming. It definitely feels like a setup for future seasons (which aren't talked about on their site yet). 

All in all, Critical; Foundation - Season One is a good, "lite" RPG, and pushes the lower boundaries of what can be called an RPG. You have character identification, minimal character generation, task and combat resolution by a randomized system, and defined roles of GM and players. It does not require a lot of preliminary work by the GM, and does not require a lot of personal engagement by the players in their characters. It is a pleasant break from more involved RPGs, and good for a couple evening sessions. Go have fun.

More later,