 This game has some cool ideas but I don't think they ever really gel together. The scenes are framed by asking questions about things the characters care about and are resolved based on a second question, which is a very smart structure. However, the resolution mechanics, which always involve threats of violence between characters, are a bit limiting, considering all the different kinds of situations that could potentially take place in flashbacks. Additionally, the escalation system, reminiscent of Dogs in the Vineyard, involves invoking character traits, which would normally be okay, but in a very short one-shot game like this, character traits are pretty meaningless, since they'll only come up once and don't have a lot of narrative or emotional significance to the players when they do appear, unless the game has gone out of its way to supercharge them somehow, as this game does by the way it structures the scene framing questions. Finally, while I like tying the stages of the journey to the escalation system, having the journey stages be both an abstract map, stats, escalation stages, and the endgame mechanic puts too much weight on them, I think, more than they can support.  This game has some cool ideas but I don't think they ever really gel together. The scenes are framed by asking questions about things the characters care about and are resolved based on a second question, which is a very smart structure. However, the resolution mechanics, which always involve threats of violence between characters, are a bit limiting, considering all the different kinds of situations that could potentially take place in flashbacks. Additionally, the escalation system, reminiscent of Dogs in the Vineyard, involves invoking character traits, which would normally be okay, but in a very short one-shot game like this, character traits are pretty meaningless, since they'll only come up once and don't have a lot of narrative or emotional significance to the players when they do appear, unless the game has gone out of its way to supercharge them somehow, as this game does by the way it structures the scene framing questions. Finally, while I like tying the stages of the journey to the escalation system, having the journey stages be both an abstract map, stats, escalation stages, and the endgame mechanic puts too much weight on them, I think, more than they can support. 