Friday, August 16, 2019

Free From the Yoke

Hey Game Fans, we’re back with another book review. Today we’re going to take a look at Free From the Yoke, a Worlds of Legacy supplement for Life Among the Ruins. This is a very different take on a role-playing game with an interesting scale of play and interactions that help the players tell a grand story of rebellion, freedom, and the consequences of choices about what freedom is and what it means to different people.


First things first, this game has simple resolution mechanics, but it is first and foremost a story driven game. The narrative that the players work together to create drives everything. The idea of a shared narrative is what this game is built on, and it’s a different take on how to use an rpg as storytelling mechanism. It’s neat for the way it works.


The setting of the game is an under defined Eurasia, with elements of Russia, Poland, the steppes of Mongolia and a host of other real world inspiration. The setting’s primary conceit is that the players each control a noble house in the aftermath of a revolution that has pushed an Empire out of power. The resulting freedom has forced the nobility into hard decisions about rulership, conflict, and legacy. It’s a very interesting concept for telling stories, and the setting dovetails nicely into the mechanics.


Mechanically, it’s a simple 2D6 plus modifiers system, with a three stage resolution. 6 or less (with modifiers) is a setback, and the GM assigns an appropriate complication. 7-9 is a partial success, with the action basically succeeding, but there’s a cost. A 10+ is a success, though depending on the specific action attempted, it may have other consequences that follow its resolution.


The other fact i find very curious about the game is the mutability of its scale. The game ostensibly operates at the house level, with each character controlling a house of their own and making decisions at the macro level. These are nationwide affecting decisions ranging from the seizure of assets and resources by force, subterfuge, or other means.


The other scale commonly encountered is the Character scale. Unlike the broader view offered at the House scale, these are moment to moment situations where bold action by characters can reshape the landscape. It’s focused tightly on a specific moment in time, or a flashpoint where the characters (acting as agents of their houses) can directly influence the narrative around them.


This game is not a traditional rpg. There is no party of adventurers exploring new and dangerous sites, encountering varied creatures and looting treasure. If you are looking for that type of experience, this is probably not going to be a game you want to play. It’s just not built for that kind of play experience.


This game IS a very interesting narrative storyteller. The entire process is a collaborative experience where the players (including the GM) work together to shape the fate of their version of the world. Players will build a map, and work together to deal with challenges set out by the GM. Succeed or fail, they will be telling an amazing story, and there’s always an opportunity to tell a different story the next time you get together. It’s very good for campaign play, and it works well for long form storytelling.


Overall this is a 4 star out of 5 game. While it’s not a “traditional” rpg, it is an interesting look at what you can use RPGs to do in terms of narrative and story telling. Give it a look and see if it’s something you want to try.



Note 1: This game is self contained and does not require Legacy: Life Among the Ruins to play.



Note 2: Modiphius was kind enough to send me a copy to review, which facilitated this document.

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