So I finished Sleeping Gods last night (76 points, no defeats, ending 6 for those interested) and despite my grumbling about it I did, in fact, really enjoy it a lot.
It was 6 sessions, each between 2-3 hours long. That means it took me about 15 hours, give or take, to play a whole campaign. This is a lot of the same game to play night after night, and it felt like it. It wouldn't have felt so much if I could pop it onto the table once a week instead of having to speed run it, but thems the breaks. I have to fit it in when I can.
I have now played this game all the way through twice, and I managed to not repeat any content without even trying.
Now, I do have opinions.
The two main criticisms I hear leveled at this game is that it is too much of repeating the same action over and over, and that managing 9 characters is too much work. I do not fully agree with either of these, but they do have some basis in truth.
It is true that there is not a huge array of actions to take on your turn, but this is not a mechanically deep euro. This is a narrative first exploration game, and I don't think adding more layers of mechanical complexity would add anything to the story. I do wonder how many folks might have come to this from dungeon crawlers like gloomhaven and been disappointed by its simplicity.
As for managing 9 characters at once, it is not that much to tackle. There isn't really much managing to do. There can be a little cognitive load added if you equipped a bunch of ability cards with trigger effects on, but there aren't even that many of those. It is an awful lot of cards and tokens to shove about though. Most of the management of 9 characters I found is just keeping things tidy.
I do think 9 is too many though for a different reason. It is too many characters in a narrative game for any of them to really make an impact.
In my two campaigns I did find the odd quest that was geared towards one of the characters, and it made for a nice bit of story telling and character progression. These however were the exception, not the rule.
When on quests where the whole party was off doing something wild like breaking into a palace, for example, all 9 members of the crew are there, but only mechanically really.
At few points in quests where you are faced with a decision with multiple ways forward, which is often enough, did any of the 9 characters pipe up and offer some input.
It would have been nice if given the choice between fighting the guards, sneaking past, of looking for a disguise, one of the crew would have been "let's just bash em'" and another "or we could just wait them out"
Instead they remain almost silent set dressing until such moments as their non personalities suddenly become all important and it feel incongruous.
While exploring and discovering the islands is great fun, I do feel like the characters are almost non entities and could have been rounded out more.
I do like that the fate deck doubles and your RNG, and source of ability upgrades, and that you can through carefully equipping cards stack the deck in your favour. That is fun.
I'd do think it would have been nice to be able to sell cards back to the market because you end up with a huge hand of cards that realistically you will never use again after finding better versions of them. It is just a lot of stuff kicking about.
All in I think this is a great game though, and will worth the effort if you like things like choose your own adventure books, and adventure games. It will not be a big RPG style adventure like some people sell it as, but it is a fun romp.
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