My friend and I played this! It was fun!! Take anything ambivalent I say with a grain of salt, since we two took 3 hours to play and started playing two characters each 1 story in, both absolutely because of our foibles as players and through no fault of the game. Here are some things I really liked:
- Route 32's mechanics are very thoughtfully targeted to produce and reward a kind, slice-of-life story of teenagers getting to know each other and telling stories in an environment that feels safe and like an out-of-time exception to everyday life. This goal dovetails really well with the game's overlapping priority to support and scaffold collaborative play that gives all players time to speak and have time in the spotlight, in ways that don't require existing player knowledge. I can imagine some of these mechanics working particularly well when playing with actual teenagers or younger children new to roleplaying games. The mechanic of everyone going around after each story someone tells and saying in-character something they found interesting or memorable is my favourite example of this: the double-duty it fills in both guiding players to make each others' experience better and in helping produce the tone and feeling of the premise feels so thoughtful and elegant. It's lovely in play to have a mechanical impetus to pay close and complimentary attention to your friend's storytelling!
It feels especially thoughtful because it's not a bolted-on 'now play nice' kind of addition - how other characters react to you and your story is how you gain the points that let you change failure to success or do something especially cool, and that makes sense for the kind of game you're playing. In general having the closest thing to your stats be determined minute-to-minute by how others are reading your roleplay is novel and awesome. It makes perfect sense for this game and its setting and feel - to maybe look too deeply into it, that Is how being a teenager felt for me a lot of the time, and this feels like the wish-fulfilment version of playing through that - but I also immediately want to see that kind of mechanic in the core of more games. I think one of the most impressive things in this game, and what I can imagine being so difficult to hit, is how fun and natural that feels instead of coercive or like uncomfortably giving up power over your character. It absolutely sells that kind of collaboration with other players.
- The setting of a pokemon center floor at night far from home is so good. Atmospheric! The character establishing question of 'what sleeping bag/sleeping items do you have, if any?' was such a nice one for starting to establish a character. I also thought the conversational tone of the rules, all the 'while we're here, what's your name?' of them, was really nice. It felt a little strange to have So much scaffolding and support for the storytelling after essentially cold open making up a character without picklists/tables and introducing them in character creation, but perhaps if you had a firm idea already of what character you wanted to play, or were starting off essentially playing yourself, it would be easier? Maybe it's been too long since my make-believe days and I've grown too used to a bunch of gentle character-establishing questions before the first in-character scene. (Though the 'if your character is too shy, ask someone else to introduce themselves to them' option is another really thoughtful addition that helps preserve the beautiful soap bubble of the premise.)
- I love a GMless game. This game does a lot of the scene-setting and structuring of scenes for you - it kind of reminded me of Last Shooting in the way that it gets players to define things for each other to use in scenes. In a lot of places the scaffolding is so well-done it feels effortless - the section on Swapping Stories starts '"That reminds me of this one time," someone says.', and just that makes the daunting task of starting a story that flows naturally on from conversation so much easier. I also love minigames, and having essentially 4 minigames you can slot into your story to play at its climax is so cool. I imagine these could be an especially nice little section to have fun in a different way for ten minutes, like a little 'let's look at Pokemon and think about what makes sense for this character to have' detour. And foreshadowing to mechanically affect your chances of success with your single die roll in this game is an extremely cool enticement! Honestly the single dice roll for the climax/resolution of each tale was great, it felt like the perfect spot to have a little tension-building risk - like with everything in this game, it feels like nothing is here without purpose, everything is thought-through. The whole edifice of the storytelling mechanics of playing story elements etc made sense, but ultimately to us it felt like the preparation and point-to-point structure got a bit in the way when the stories started to fly on their own. However, we are probably not the target audience for this game.
- The form-fillable character sheet is great :) Ease of online play we love to see it. The visual design of the game pdf is also clear, easy to navigate and feels weirdly very Pokemon even though (because?) it's so stripped down.
- The game is a self-contained experience that by its nature has everyone tell a story partially reacting to the previous person's story, say nice things about each others' tales, and has its characters reflect on what meaning they took away from each story and the whole night. It's like, the perfect one-shot structure. You got personal meaning And connecting to the group, you got a specifically bounded play experience that echoes the fictional premise, you got a nice ending and a cue in it to debrief about what you'll take away with you. It's really nice!
We had a lot of fun playing through the different philosophies, adventures and bonds of Cade, Elise, vOLUMUP! and Ferra :) Sorry for the long review, I wanted to write it up before my memories faded. I would really love lots of people to read and/or play this and enjoy its cool mechanics. Thank you for writing and sharing!





