 There's a lot of really cool stuff going on here. Printing out an actual map for your journey is neat. The Real Need mechanic, which is the core of the game, is reverse Mountain Witch. Instead of hinting at your own Dark Fate, the other players hint at your Real Need and you have to try to fulfill it without knowing what it is exactly. But the "official guess" mechanic, where you try to guess your Need after each of your scenes, is less awesome than just making the characters achieve their Real Need in play and never really discussing them out loud until the end of the game. The different scene types and their different resolution mechanics are pretty cool, actually, and something I'd like to see more of in other games (differentiated resolution), but the conflict guidelines are somewhat weak in a stereotypical indie game "freeplay until a conflict happens" kind of way. That was a trend in design for a while (based on the popularity of Primetime Adventures, I think) and can lead to a lot of "Where is the conflict?" discussions at the table. This game mitigates that with the other scene types - which is a really smart work around - but doesn't totally address the original problem. I also wonder if a game concept like this really needs randomly rolled conflict resolution, but I guess it depends on your play tastes and what sort of misadventures the characters get involved in. The endgame could also be a bit stronger, saying that, if you haven't achieved your Real Need by the end of the game, you get your Surface Goal instead, but remain ultimately unfulfilled. That would be pretty hot, actually, and the rules suggest that without saying it explicitly.  There's a lot of really cool stuff going on here. Printing out an actual map for your journey is neat. The Real Need mechanic, which is the core of the game, is reverse Mountain Witch. Instead of hinting at your own Dark Fate, the other players hint at your Real Need and you have to try to fulfill it without knowing what it is exactly. But the "official guess" mechanic, where you try to guess your Need after each of your scenes, is less awesome than just making the characters achieve their Real Need in play and never really discussing them out loud until the end of the game. The different scene types and their different resolution mechanics are pretty cool, actually, and something I'd like to see more of in other games (differentiated resolution), but the conflict guidelines are somewhat weak in a stereotypical indie game "freeplay until a conflict happens" kind of way. That was a trend in design for a while (based on the popularity of Primetime Adventures, I think) and can lead to a lot of "Where is the conflict?" discussions at the table. This game mitigates that with the other scene types - which is a really smart work around - but doesn't totally address the original problem. I also wonder if a game concept like this really needs randomly rolled conflict resolution, but I guess it depends on your play tastes and what sort of misadventures the characters get involved in. The endgame could also be a bit stronger, saying that, if you haven't achieved your Real Need by the end of the game, you get your Surface Goal instead, but remain ultimately unfulfilled. That would be pretty hot, actually, and the rules suggest that without saying it explicitly. 