I know I'm late to the party, but I finally got a chance to run Into the Odd.
Into the Odd
frustrates me in that every rule seems obvious in a way that is
vaguely insulting, but presented with the sincerity of my grandmother
trying to describe to me whatever strange new gadget she recently saw
at the store, which makes it very hard for me not to like it. It
aligns with my aesthetic sensibilities, but reminds me of times when
a loved one would stay over and I couldn’t get a moment’s peace,
even when peace was less desirable than their company. It seems the
closer I get to my ONE PERFECT RPG, the more despondent I’ll become
to the point where quotes falsely attributed to Buddha will no longer
raise my spirits.
Not everything here
is a completely new idea, but we get a lot of smart concepts packaged in
a digestible way without any kind of nefarious pretense or
edge. The book is usable, with setting taking up a minimal
amount of real estate, with the bulk of detail laced into the
starting equipment table. There’s no sections defining role-playing,
and nothing about how the game itself is different (which it doesn’t
need because it simply is).
There lack of to-hit
rolls jumped out at me considering how old-school the game feels otherwise. Players only roll damage, and my
players can’t decide if they like it or not. I’m fine with this.
I sometimes feel like knee-jerk reaction blog/forum posts have become
the dialect of the RPG proletariat, and I was proud of my friends for
engaging the game with an open mind. It would have been really easy
to dismiss the rule outright, or (almost worse) embrace it without
thought.
The saving throws
work because the values are liquid, and because they’re only
intended to be used in response to the world. I despise d20 roll
under with 3-18 ability scores for aesthetic reasons, but in ItO your
numbers are less about who you are and more about what is happening.
Those numbers are on your sheet because they have to be, but they
only play a small part in what measures the worth of your character.
Your Strength might be 18 right now, but it could just as easily be 1
by the time you make it to the next room. In the same vein, you can
choose to define yourself by your stuff, but at the end of the day
even your most fantastical artifact is a thing that can be
broken or lost.
My Bastion was
designed with the aid of Vornheim, MS Paint, and a healthy amount of
overthinking. The streets are littered with bums, wild animals,
raccoons in trench coats, and nerds dressed up as elves. Miles and
Poco wake up in their single room apartment in the slums, elbow to
knee with their seven other roommates every day. Nobody’s hiring,
student loan payments are through the roof, and the only prospects
are out there where the Odd things are.
I ran the example
dungeon included in the book, but instead of using some fishing town,
I decided that Bastion was so unthinkably huge that an entire section
of the city could sink into the water and nothing could be done about
it. The players traversed the murky drowned quarter in wooden
bathtubs. The dungeon went well, with the players triggering
absolutely every trap, despite complaining about their low HP and the
constant danger they were in.
Note: one thing I love about saving throws
is that people want to dip their toe in—to properly fuck up and see
if they can make it out in one piece. I think the game understands
that, and the dice system ensures that the probability of success or
failure is always evident.
If it seems Odd that
I’m writing about a game that came out years ago I must state that,
in my defense, I am relatively new to this hobby. I wish I had more
to say at the moment, but after only one session I’m still on the
fence. I won’t say I’m in love yet. It’s more like a little
crush.