Artist credit: Katie Hicks
Dolmenwood is now a big deal. But it was a journey to get here. It was originally conceived as a setting by Gavin Norman and Greg Gorgonmilk around 2013, to be used with B/X Essentials (now Old School Essentials). But by early 2016, they began to flesh it out through the Wormskin zine, making it a full on playable hexcrawl. See, most setting guides merely provide fluff. The GM then has to translate that fluff into gameable content. This is the burden of their prep. But an adventure module takes the next step and completes that prep for you. The forest isn't merely described for your imagination. It's described as hexes, and the hexes are already populated with the gameables. But by 2023 we find out that Dolmenwood is also going to contain its own bespoke rule system, too! A fairly simple one, of course. Basically just OSE with some tweaks and additions. But I can't help but notice that, increasingly, there is less and less you'll have to buy or make or decide upon in order to have the complete Dolmenwood experience. They've got it all handled for you. However, it's still assumed to be an open-world sandbox, so ultimately any two groups are still going to have a mostly different experience.
Not too long ago I wrote a review about Jim Henson's Labyrinth: the Adventure Game. I stumbled over a particular part. It wasn't the first time. Every time I've told someone about it, I've stumbled on this part. That part is, "do I call this an adventure? Or do I call this a system? A game? A setting?" The truth is that it's all of them. It's a complete package. Even more interesting, it's a package built to replicate the experience of a movie, while also still being freeform and including audience-authorship of the experience. It's remarkably successful at threading that needle. You play it and it feels like you just played out the movie Labyrinth. But it also unmistakably feels like you played your version of the movie Labyrinth. It manages to feel like both. And all of that was contained within one book (even the dice!).
Yazeba's Bed & Breakfast is also hard to describe. It's simply itself. It definitely is a role-playing game. But there's a lot of assumptions it's breaking. Players don't make their own characters. They don't even select or roll pre-generated characters. Rather, they play as these characters. They play as Gertrude, Hey Kid, Sal, Parish, and Amelie. These characters with these names and these histories and these personalities. Then, they play out sitcom-like slice of life episodes. But not episodes of your own invention. They play through these episodes. About 50 of them. And by completing episodes, progressing through the series, you unlock these new characters and story developments. It also includes a lot of assets, especially the digital version. An entire virtual interface to play through that elevates the experience. In part, this serves to cut down on prep. But also, it makes the experience more specific to the creator's vision.
These aren't all quite doing the same thing, but they're certainly doing a lot of similar things. Things I'm seeing more and more of and that I find exciting.