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A Town called Malice - a Nordic Horror story game

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"Hello? We found a body..."

In the isolated town of Malice, small town secrets and a hidden darkness follow you with every step. In this Nordic Horror story game experience, players join this tiny snow-covered community, working together to confront a danger that threatens everyone. No one else is coming. It's up to us...

For 3-6 players - 14+ recommended

133 pages, ebook

Published August 18, 2019

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David Kizzia

3 books

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Displaying 1 - 2 of 2 reviews
Profile Image for Dom Mooney.
222 reviews7 followers
August 19, 2019
I saw A Town called Malice and instantly the idea hooked me. Several of my gaming friends said that they'd looked at it and immediately thought of me. I've been waiting patiently for the PDF to become available this August, as I've offered it as a game at the Furnace RPG convention in October 2019. Unlike many other games, the publisher delivered it bang on time and I've enjoyed the chance that the break away from home has given me read it.

So what is 'A Town called Malice' and does it hit the sweet spot for me?

The game is set in the small, isolated community of Malice which is struggling to survive. A significant event is coming, one that the people of the town hope will turn things around. But then a body is discovered, with a Darkness lurking behind, threatening to snuff out the hopes of the community. Players take the roles of key characters in Malice, archetypes with complicated and messy relationships that threaten the ability of the community to pull together. The weather and isolation mean that the community must find its way to overcome the threats against it without external help.

Each character introduces a location into the town, with a related Civilian (NPC). The players flesh out the locations and the civilians at the start and more details can be developed through play. The game encourages you to intermesh relationships with the civilians as hooks for the story to develop upon.

Malice differentiates itself as a story game rather than a roleplaying game. It describes this difference in that individual characters do not have stats that influence the game engine, and that a gamesmaster is not necessary to play. The story is broken into two Acts before the final denouement (three Acts if there are more players). Action is developed through structured scenes that come to a conclusion based upon the narrative and the player's roleplaying. In each scene, one player is in the Spotlight, with narrative control. The outcome is ultimately determined by rolling a pool of d6 built by the characters against an opposition pool based upon the stage that the story is at. Each dice has a fifty-fifty chance of success, with the players winning if they gain a win or tie in the number of successes against the pool.

There are three pillars that drive the game; Body, Event and the Darkness. Each has a number of dice associated with it. The Body pillar is the immediate focus, as the players try and establish what has happened and ultimately reveal what the Darkness is that they are facing.

Scenes can address any of the three pillars, a character's personal agenda or the relationships between characters. Addressing personal agendas gains the player character points which can be spent to introduce elements into the story; locations, civilians, and special items. This is the only scene type that does not need a dice roll to resolve. Addressing the Body pillar reduces the number of dice that it has, and allows the Spotlight player to either strengthen the Event pillar or diminish the Darkness threatening them. Once the Body pillar is reduced to zero, the nature of the darkness is revealed. Addressing the Event allows it to be strengthened, but failure will harm it. Likewise, the Darkness, except a failure will allow it to Manifest further either in the form of something threatening or with the death of a Civilian causing a further body being found.

At the start of the game, each player establishes a relationship between their character and the characters of the two players sitting either side of them. Half of the total relationships in the game will be negative ('Kult') and half positive ('Heit') at the start. The final type of scene is to address the negative relationships, with the outcome being a character point and the opportunity to shift a Kult relationship to Heit. This is important because the Kult relationships will oppose the success of the Event at the end of the game.

In the normal two Act structure, each player will have the Spotlight twice per Act. It is expected (but not mandatory) that the Body pillar will be investigated and resolved during the first Act. The second Act starts with the Darkness growing in power.

At the end of the final Act, the players build two pools. One is to support the Event, which is opposed by the remaining Kult dice. The other is to oppose the Darkness pillar's dice. Each player adds their own dice to the pool that they feel is most appropriate. Unspent character points can be used to add more dice to the pools. Any remaining body dice are distributed in opposition to the players. The pools are resolved and the players build a montage scene to describe the outcome. It is possible for the Darkness to survive yet the Event succeed and vice versa.

The game comes with two playsets; one is set in the Canadian North with the logging town of Malice threatened by the storm of the century. The other is set in the Arctic north, with the settlement of Malice threatened by the stability of the glacier above it. More playsets are promised by the publisher thanks to the Kickstarter stretch goals.

Overall, I think that this should work well with the right group of players. I'm looking forward to bringing it to the table at Furnace.

This is based on the initial PDF release which is 130 pages long, clearly laid out with great and atmospheric illustrations.

Currently 4 stars, I'll review this after running it.
Profile Image for Nicolas Ronvel.
476 reviews6 followers
October 10, 2019
Une légère déception que ce JDR. Le pitch et l'ambiance sont très bien retranscrites, et la proposition de jeu claire et attirante.
Mais le système me semble difficile à appréhender dans cette configuration sans meneur.

Autre chose qui me gêne, alors que la "Darkness" qui est évoquée tout au début me semblait vraiment intangible, diffuse, les deux frameworks d'exemple proposent des éléments très tangibles, plus Monster of the Week qu'autre chose. Dommage.

Il faudrait néanmoins tester pour voir ce qu'apporte le système de résolution. Parce que la création du cadre, des personnages et l'ambiance me semblent très intéressantes.
Displaying 1 - 2 of 2 reviews