 Our second "night out"-based game is just as strong as the first, but for different reasons. This one de-emphasizes the drinking and places more emphasis on the trouble and social posturing, since it's all about the lads and their social roles in the group and why everything is going to end after this night. It's tragic not because it's ultimately fleeting and a bit sad, really, but because it was so good, in its way, being together like this with your mates, but the fucked up sides of it are going to destroy all that goodness. There are still some potential issues with the game - the very colorful text is a bit too long and wordy, I'm concerned a bit that the GM resources and player stats may not shift like the game expects them too, and there probably aren't quite sufficient guidelines for the GM to create trouble, just a lot of encouragement, mostly - but some playtesting will probably put things right in a jiffy. My initial reaction is definitely that 00 dice sounds way too many for the GM's resource pool. The stats are really great and you can see a fair bit of Vincent Baker's influence here (adding Mood+Action is like In a Wicked Age, there's a mention of "Say Yes or Roll," etc.), but it feels very much like its own game. The pre-generated characters are an interesting choice as well and I'm excited to see if they actually feel different in play, with Moods changing all over the place. The core dice mechanic is very clever as well, since the players ultimately want both themselves and the GM to be rolling as many dice as possible.  Our second "night out"-based game is just as strong as the first, but for different reasons. This one de-emphasizes the drinking and places more emphasis on the trouble and social posturing, since it's all about the lads and their social roles in the group and why everything is going to end after this night. It's tragic not because it's ultimately fleeting and a bit sad, really, but because it was so good, in its way, being together like this with your mates, but the fucked up sides of it are going to destroy all that goodness. There are still some potential issues with the game - the very colorful text is a bit too long and wordy, I'm concerned a bit that the GM resources and player stats may not shift like the game expects them too, and there probably aren't quite sufficient guidelines for the GM to create trouble, just a lot of encouragement, mostly - but some playtesting will probably put things right in a jiffy. My initial reaction is definitely that 00 dice sounds way too many for the GM's resource pool. The stats are really great and you can see a fair bit of Vincent Baker's influence here (adding Mood+Action is like In a Wicked Age, there's a mention of "Say Yes or Roll," etc.), but it feels very much like its own game. The pre-generated characters are an interesting choice as well and I'm excited to see if they actually feel different in play, with Moods changing all over the place. The core dice mechanic is very clever as well, since the players ultimately want both themselves and the GM to be rolling as many dice as possible. 