Peer review of Doug Ruff's "The Dinner Part".
I'll presume you've read it. Otherwise the review will be as long as the text. I'll also forego any comment on proofreading and little rules quirks (specific levels of resource gain or loss) that need examination, playtest, or debugging - I think there are a few that might offer danger to play, but they're not immediately apparent as disruptive.
In short: I think this game will rock or bomb - depends on the interplay of too many factors (player options/tactics, group interaction, player resources) to be able to tell easily. Might therefore benefit mightiliy from playtesting and actual play examples.
Historical Period: 1970s (also CC #1)
Ingredients: Wine, Companion, Accuser, Invincible
Rules Limitation: playable characters are fixed.
use of historical period
Ok. While the game isn't an examination of the period in question, the supplied background information will help transport people there and mirrors the themes encountered during play. Could have taken place during any age with dinner parties, though, I reckon.
Use of ingredients.
Good. Wine is of obvious mechanical and thematic importance (although it can really be any alcoholic beverage). Companion is supported will thematically, player-role, and system-wise. Accuser isn't central, but will be an often-used tactic in the game. Invincible, as a term, feels like a bit of a slap-on-patch to me - it's a reasonable term, though, for a mechanical exception that the game does need.
All in all - using 3 terms well, using the 4th decently.
use of limitations
All pregen characters: - we're presented with well-rounded, interesting and believable, and mechanically different characters to play. Well implemented. The game might hit much closer to home if the characters weren't pregenerated, though - especially if the Other Players can determine the Issue & Hang-ups of a player. Too close?
premise
Choice of premise: 1970s vicious dinner-party talk. Very interesting ('common-man' play), very topical (given recent discussions).
Mechanical support: Excellent. Each character has an issue to adress, a social context to overcome opposition in (or curry favor), and specific mechanics for getting their way. I wonder if some 'games' that characters play aren't actually driving them away from resolving their Issue - so it will be interesting to see how resource awards interplay in those cases. Perhaps playing to a strategy of putting yourself at the other's mercy is the only way to win? Can't see that yet, but it would be a nice sneaky trick by Doug.
Conclusion
Most definately to be playtested! Perhaps with a slight reduction in the number of strategies available to the players - or an indication of the more common, easy strategies. Most definately to be examined for the parallels it can make into the actual players - the balance might be fragile, but worth seeking.
If Doug ever visits the Netherlands, I'll invite him over for dinner - I'm a good cook, so that'll be interesting for sure!
Oh, and someone review my game next - Companion Fever. Anyone? How about the following suggestion: someone review my game, and then their game is up for review by the next person who wants to review, etc. This way, everyone's game will be reviewed and you're rewarded for doing a review! (Just a thought)
Edit: this last bit of writing was done AFTER 2 people reviewed Companion Fever (thanks for that!) so as to keep the thread pure. I don't know how to 'solve' the crosspost and what it means to the thread - maybe some plucky person will review BOTH games?
Edit3 NEver mind, Clinton's solved it!
edit2: Since 'edit' power on your own posts doesn't seem to expire, I'll start a new thread 'Answers from questions in the Peer Review thread', in which I'll answer questions about Companion Fever. With the 'edit power', I will only need one post to add to my answers, and other people will also only need their own single post.